信徒 奥菲莉娅回忆中的修女
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So then, Napoleon. One of history's greatest military strategists. A man who almost single-handedly took the reins of power in one of Europe's greatest nations, during a time of incredible open warfare, and raised an Empire which would encompass some of the great dynasties of the late 18th and early 19th centuries. A man born into conflict on the island of Corsica, who led charges from the front - revelling in battle until his age prevented him from doing so. A man who changed the face of warfare forever.
Quite appropriate, then, that he should receive the honour of a standalone Total War title - a game which will follow the diminutive leader's rise to power and subsequent rampages across Europe and Egypt, allowing payers either to follow or to alter the course of history - potentially defeating Wellington and the Sixth Coalition at Waterloo to continue the inexorable march across the nations of Europe. Of course, those of you who wish to see Bonaparte humiliated can don the caps of opposing generals too, stepping into Wellington's boots or mounting Blucher's several unfortunate horses in an attempt to see the great general cowed like the kitten-phobe he was.
Every one of the game's 322 units are new.
According to Creative Assembly, what we'll have in the three available campaigns (Italy, the Middle East, pretty much everywhere else), is a distillation of Empire: Total War's 'This Road to Independence' campaign: a narrative and character-driven romp through one of history's most combatative periods, although this time the central character is a man with a natty line in bicorns rather than a fledgling nation. Here, Empire's strengths are to be built upon, its creases ironed, fitting snugly with the studio's revolution/evolution development model.
Visually, the differences are obvious, although not jarring. Empire's engine has been tweaked and refined, tuned to the point where detail has risen yet PC requirements have remained the same. Each unit will now, on the lowest detail settings, feature up to 64 different faces amongst the rank and file, and troops will vary in build and height as interchangeable body parts are stitched together to create different models. Shiny new touches such as epaulettes and buttons have been added, and units are crisper and more dandy, in fitting with the period's gentleman soldiers. New particle effects means that smoke swirls more effectively and forms hanging, melodramatic banks after volleys of musket fire, fog fills valleys and mountain passes on the campaign map. Some of these changes aren't just cosmetic, either - charging cavalry will now kick up dirt and dust - obscuring the vision of units in their wake. Architecture has been updated to reflect turn-of-the-century Imperial style too - towns on the campaign map are very different from their Empire counterparts. These towns will come in three variations, each with an accompanying speciality and bonus.
Industrial towns are focused on arms and armaments, producing extra troops, while economic towns spool out cash and intellectual towns produce gentleman scholars, a replacement for the rake characters which have passive, area-of-effect espionage skills rather than the direct approach of their predecessors. Resources remain decentralised from towns and cities, and, in deference to Napoleon's ability to choose only to fight the most strategically important battles, are more influential than before. Taking a particularly effective horse-breeding area will grant your cavalry extra prowess, and deny it to your enemy. Environmental factors also extend to attritional casualties, as spending time in tough terrain or hostile territory will wear down your units and whittle their numbers. Over-extension of supply lines can quickly become a problem. One old environment factor which has been re-embraced is Rome and Medieval's concept of pillage. Occupying a territory means you can gain gradual bonuses from its resources, but a quick and dirty plunder will net you much more far more quickly. Of course, attempting to govern a people whose fields and towns have been looted by your troops presents its own problems.
Incredibly, every one of the game's 322 units are new, featuring real-life specialist and legendary units such as the Blackwatch. Units are no longer the same across factions, either; Prussian infantrymen will be differently skilled than their British counterparts, meaning that generals must learn the particular foibles of each to ensure maximum tactical efficiency. For example, men of the Russian line may not be as well-drilled as the Prussians, resulting in slightly higher reload times, but their morale and close-combat skills are better instead, meaning they're more likely to withstand the deadly cavalry charges of the era. The tactical impact of this may well be lost on many of us, as the differences will not be incredibly dramatic, but to many of the real enthusiasts who call Total War home it will become a crucial factor. The traits of generals will also have a greater influence on battle, auras of command will surround these heroes, improving the morale and combat effectiveness of units around them.
Naval battles make a welcome return, and are also subject to the fine-tuning seen elsewhere. Ships can now be withdrawn from the line of battle in order to facilitate makeshift repairs - crews will abandon gun emplacements to shore up scallions and riven timbers, allowing admirals to maintain a fleet's integrity should its warships suffer too much punishment. The AI's path-finding and grouping mechanics have been updated, too - countering some of the very few problems which Kieron had in his otherwise glowing review of Empire. As Creative Assembly's passionate PR explained, they've had decades to perfect land battles, but naval engagements are totally new, and as such were always going to require refinement.
This new, more personal narrative approach is something of a diversion for the series, but one which could prove to be very interesting indeed, given the scope of figures which it can be applied to. History is littered with great generals, and although there aren't currently any announced plans to pursue this line of development beyond Napoleon, it must be a tempting path to follow.
感谢游侠会员muhammad 精彩翻译!
于是乎,拿破仑粉墨登场。历史上最伟大的战术家。已一己之力缔造欧洲最强大的国家,公开以难以置信的战争手段,建立了一个强大的帝国,这个帝国囊括了数个18世纪末19世纪初的强大王朝。一个出生于冲突中的科西嘉岛的人,在前线带领冲锋—直到年老力衰依旧深爱战争,这是一个改变了战争面孔的人。
很合适,于是,他应该得到的荣誉-独立的全面战争游戏名称,一个将会跟着这位领导人的力量横行于欧洲和埃及的游戏。而购买游戏的玩家,既可遵循亦或改变历史进程——可在滑铁卢战役中打败惠灵顿和第六次反法联盟,并且继续在欧洲各国土地上行军。当然,那些希望看到波拿巴羞辱,也可以戴上反方将军的帽子,也可踏上惠灵顿的靴子或骑上Blucher的几匹不幸的马,试图去看见伟大的将军被吓成kitten-phobe。
游戏的322个兵种都是新的。
根据CA,我们会有三种可用战役(意大利,中东,相当多其他的地方),这是帝国:全面战争独立之路战役的升华,快速讲述了一段历史的主要战争故事,尽管这一次的中心人物是一名男子清晰的双线剧情而非一个新兴的国家。在这里,帝国的优点建立在(这段不太懂随便翻的 its creases ironed, fitting snugly with the studio's revolution/evolution development model)皱纹和适当紧密的通过革命/进化性的工作室的发展模型。
区别显而易见,尽管不冲突。帝国的引擎已经改良加强而成的,细节提升而且对电脑要求保持不变。每个兵种,在最低设置下,士兵间将有64种面孔,士兵们的不同体格和身高将拼在一起形成不同的模型。全新的互动,如肩章和勋章,更多的精细华丽的单位,适合该时期的绅士化士兵。新的粒子效果意味着烟雾更有效,形成飘散,步枪齐射射之后melodramatic banks ,在战略地图上,雾气充斥着山谷,山间道路。一些变化并不仅仅是装饰,-现在骑兵冲锋将溅起污垢和灰尘-使士兵视觉昏暗,士气低落。建筑已经被更新,以反映世纪交替的皇家风格,在战略地图上,城镇将与帝国不同。这些城的有三个变化,每一个有其特殊和加成。
工业城是专注于武器和军事装备,生产特别的军种,而经济城生产出来现金,同时知识城产生绅士学者,代替先前被动的人物生产。影响一片区域的间谍活动技能,而不是前作直接的派遣。资源依旧分布在各个城镇和城市,遵循拿破仑作战能力,选择进行最有战略意义的战役将比以往更重要。获取一个特殊影响的马匹繁殖区将提供你骑兵额外的能力,不考虑你的敌人的环境因素将引起你的伤亡,在环境艰苦和人们不怀好意的地区时将损耗削减你的部队数量。过长的补给线将很快就会变成一个问题。一个古老的因素,罗马和中世纪的掠夺概念将再次拥抱帝国。占领一块领地意味着你可以逐渐获得它的资源,但抢劫必然让你赚的又多又快。当然,企图统治那些遭到你掠夺的人民将是一个你自己的问题。
难以置信的是,322个单位都是新的,如Blackwatch之类的特殊传奇兵种的容貌特征都是实实在在的。每个派系的兵种也不再相同,普鲁士步兵的优秀技巧将区别于他们的英国同事,也就是说,将军们必须学习敌人特定的弱点,以保证自己最大的战斗力。例如,俄罗斯列兵可能不如普鲁士训练有素装弹迅速,但他们的士气与近战技能正好的相反,意味着,他们更能承受这个时代致命的骑兵冲锋时代。这个对战术的影响,可能对大多数人没效果,如同差异不能成为难以置信的戏剧,但是对许多真正的全战粉丝来说这个将成为决定性的因素素。将军的特性,也会有更大的影响战斗,统帅的光环将围绕这些英雄们,提高了他们周围士兵的的士气和战斗力。
海战将延续,也有细微调整。船现在可以撤出的战线,以便于加快抢修修理。船员可以放弃跑位去帮助加固scallion(这个词就查到一个葱....)和裂开的木头,使得舰队司令维持船队的完整性,但会让战舰受到更多的惩罚。AI的寻路和部队组团(希望会没有现在的分分合合。。)也更新了,对付一些不常见的问题会在Kieron的对帝国的复查里。CA十年的经验使得他们能完善陆战,但是海战确实全新的,同时也是那么的需要加强,但是海军陆战完美全新的约会,就像总是被需要。
这个新作,更加个人化的故事方式是这个系列的一种转向,但这个被证实更有趣,给定的人物视角可以应用。历史被伟大的将军改写,虽然现在没人追求这方面发展能超出拿破仑,但那追随道路一定诱人。
[ 本帖最后由 秋之回忆n 于 2009-8-20 16:18 编辑 ] |
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