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Ten years later, Creative Assembly returns to the title that started it all.June 2, 2010
It's been one of my basic assumptions here at IGN that there is no such thing as the "perfect" game. No matter how ambitious a designer's ideas might be, they will eventually encounter the limitations imposed by time, money or technology. While the results of working within these limitations can often be sublime, there's not a designer in this industry that hasn't wished for just a little bit more of whatever it would take to make their game better. Some of you might see that way of thinking as a reason to despair but I see it as a fundamental expression of hope and limitless potential for the PC development environment. It is, in my opinion, a fundamental belief for any fan of PC games.
It's also a worthwhile motivation for Creative Assembly to apply ten years of experience and growth to the father of its celebrated strategy series, Shogun: Total War. IGN recently visited Creative Assembly's studio and were able to speak with principal members of the design team about their vision for the new title and its place in the evolution of the franchise.
Like its processor, the new game picks up in 16th century Japan during the aftermath of the Onin War. The battles between rival Shoguns have devastated the country and left the capital of Kyoto in ruins. Competing warlords in control of small pockets of power are each striving to obtain the blessing of the central emperor and legitimize their rule of the entire land. The player takes on the role of one of eight of these warlords, each with a unique starting position and different political and military strengths. Some may be located on remote islands that are rich in resources but far from opportunities. Others might be in the thick of the action immediately and able to use unique samurai units to carve out a more secure portion.
As a setting, feudal Japan satisfies all the Total War requirements. It's a period with lots of competitors who all have an equal chance of coming out on top. It's a period of rapid political and technological change, thanks in no small part to the Dutch and Portuguese bringing gunpowder to the island. Finally, the samurai who dominate this period offer a perfect blend of the best parts of fantasy and reality.
After the excesses of Empire, Shogun 2 is taking a Zen approach. Though the word "accessible" is often code for "plain," in the case of Shogun 2, it's clear that the designers want to maintain a tighter focus on the core elements and not give in to feature creep. The unit roster is a great example of this. Rather than massive roster of units found in Empire, Shogun sticks with just 30-40 basic units (20 or so per faction), each of which has a clear and obvious purpose. This should give the player a chance to focus more on tactics than on the slight variations between similar unit types. If you need to keep an enemy at bay, for instance, you'll know to call on your Ashigaru spearman. To help add a bit of variety, units will upgrade over time.
Feudal Japan is the perfect setting for Total War.
The scale is also different in terms of the presentation of the story. Empire was a game about a global war. Shogun 2 is about eight warring fiefdoms. So if Shogun 2 won't have the epic geographic scale of Empire, it will have to compensate by emphasizing character and story. During its time in Europe (through Medieval, Rome and Empire), Total War has gradually shed some of the narrative that provided context for the battles and campaigns. Shogun 2 will focus directly on the daimyo, or clan leaders, like Takeda Shingun or Chosokabe Motochika. Instead of being the impersonal force guiding the destiny of your faction, you'll actually play as a person who has to negotiate the treacheries and loyalties of family politics, which can sometimes be as deadly a battlefield as any you can find. Your generals will also be more important this time around, not just due to the return of their pre-battle speeches, but also because you can choose which upgrades they get as they develop. It makes it much easier to get attached to them than the sometimes random characters you've recruited in previous Total War games
One particularly novel development is the introduction of hero units. These are warriors who have perfected a fighting art and can carve their way through enemy armies without much trouble at all. Based on mythologized historical figures like the warrior monk Benkei, hero units are a nearly unstoppable force on the battlefield, capable of holding bridge crossings against entire armies, or smashing through a battle line to engage the enemy general. You can counter heroes with the right tactics, such as filling them full of arrows, or by having your own hero units engage them in duels. The development team may even consider letting players use political manipulation to sway heroes away from each other.
The unique nature of Asian architecture has a profound impact on sieges. The stacked pagoda structures of Japan allow sieges to play out in stages, with attackers and defenders moving from wall to wall and from tower to tower. This gives both sides of a battle more options than simply waiting for a hole to appear in the outer defenses and then just cramming as many men as possible around it. Each castle will have five levels of construction as well, so there's an increasing level of choice and sophistication as you advance. What's even more intriguing is the team's suggestion that castles will have unique qualities based on whether they're built in the mountains, on the plains, or by the sea.
Even with all the new siege mechanics, Creative Assembly is striving to ensure that the game delivers the full range of battle types, from small scale ambushes and river crossings to huge battles in open fields. The hilly nature of Japan means chokepoints abound, so players will have to consider maneuver and position very carefully as they make their way towards objectives.
The game's artists have perfectly captured the style of the period.
The naval battles that were introduced in Empire are also being brought into Shogun 2. Boats during this period were a bit like floating castles, so you can expect to see lots of archers firing at each other from the tops, and lots of melees when enemy ships grapple with each other. The big difference this time around is that the ships are oared, so you won't have to worry about the wind affecting their momentum. If you want a ship to move to a particular spot, you just have to issue the order and it's done. Land will also be present during the naval battles, not as a contestable space, but as a means of orienting players. The ships themselves will have unique roles and levels of aggression, so there's a rock-paper-scissors element to fighting at sea.
The game's AI is being programmed according to Sun Tzu's Art of War. As one of the core foundations for this kind of mix of melee and ranged warfare, Sun Tzu is an obvious starting point, but what was particularly revealing is how much Sun Tzu talks like a programmer. If, for example, you outnumber the enemy more than five-to-one, Sun Tzu recommends an enveloping move. If you outnumber the enemy two-to-one, he prefers a direct engagement.
As intriguing as the mechanics of the game are, Creative Assembly also acknowledge that the overall art design is probably more central to the success of this game than any other in the series. The art team has been inspired by all of the conventional icons of the land and the wide range of seasons and weather will help add variety to the battles. You may, for instance, find yourself fighting in the same province during the spring as cherry blossoms drift by, and then come back for a battle as layers of snow sit on the land in winter. The team is reintroducing nighttime battles to the game, and we saw a spectacular example of a castle assault during a thunderstorm at night. The way the lightning cracked in the distance and lit up the trees and soldiers as rain collected in puddles around them was phenomenal. The ranks of soldiers, all outfitted in distinctive primary colors and sporting battle flags on their backs, looked better than any we've seen in the franchise.
Castle sieges will now have more choice and more variety.
Battle animations are superb. The units in Shogun 2 have a total of 52 different bones, which is a nearly 25% increase over those in previous Total War games. This allows for much more natural and realistic animations, which incidentally, were captured using the British Kendo Association and actual bushido fighters. Samurai were known for their strong, flexible armor and for their mastery of multiple weapons like the katana and nodachi. During our demo, we saw two ranks of katana samurai battling with each other and it looked even better than the thrilling combat in Empire. Add in support for up to 56,000 units in a single battle, and it's clear to see just how ambitious Shogun 2 really is.
To further add to the authenticity, the team is also using all the original weapons on the original materials for the sound effects. They've even gone so far as to record the sounds of the historical footwear of each unit type walking and running on all the types of terrain represented in the game.
At this pre-alpha stage, it's far too early for Creative Assembly to talk more specifically about the game, but we're already hungry for more details. We know that there will be an entirely new agent set in the game, one that uses a rock-paper-scissors mechanic, but we don't know what that means in practice. We've also been told that the team has some ambitious multiplayer ideas, but they're not willing to even hint what those might be. Whatever the case, the first look was more than enough to whet our appetite for more information. You can be sure that IGN will continue to delve into the details of Shogun 2: Total War in the coming months
十年后, Creative Assembly又回到了初始之标题处.贰零壹零年陆月贰日
我认为在IGN看来是没有"完美的"游戏的.无论设计者多么有雄心壮志,他们总会受到时间,资金或者技术的限制.尽管在这些条件下制作出来的也有佳作,但行业里没有哪个设计者不想开发出来的作品能做到尽善尽美的.你们可能会认为这种想法是有点悲观,但是我认为这表达出了一种希望以及PC游戏无穷尽的开发潜力.在我看来,这是PC玩家基本的信念.
这同时也是一种动力,促使Creative Assembly花了十年时间在著名的战略游戏之父将军:全面战争上.IGN最近访问了Creative Assembly工作室,和设计队伍的负责人谈到了他们对于新标题的看法以及其在专营权演变中的地位.
正如其核心一样,始于16世纪日本应仁之乱的战后时期. 当时的将军及其敌人之间的战争摧毁了整个国家并且让京都成为一片废墟.有着一定权力的军阀都力求获得天皇的恩赐以及使自己在整片大陆上的地位合法化.玩家可选择扮演八个军阀中的一个,每个军阀都有着不同的初始地位,不同的政治地位以及不同的军事力量.有些可能位于偏僻的地理位置但却有着富饶的资源,但缺乏机遇.有些可能位于战事频繁的地区但却可以指挥独有的武士单位来巩固其位置.
作为一种设定,封建时期的日本满足了全面战争的要求.那是一段所有竞争者地位平等且都可能攀爬到权力顶峰的时期.那时候无论是政治还是科技都快速变化的时期,这得归因于荷兰人以及葡萄牙人把火药带到这片大陆.最终,统治了整片大陆的武士将幻想与现实的精华部分完美的融合起来并呈现在我们眼前.
在完成了帝国全面战争之后,将军2采取了禅宗的做法.尽管"容易"总是 "简单"的代名词,但在将军2里,很明显设计者想要集中做好核心內容,而不去考慮增加多而沒用的功能.单位登记表就是这方面一个很好的例子.将军没有采用帝国建立大规模单位登记表的做法而是采用了30-40个基本单位(大概每个派别20个),每个单位都有着清晰且明确的目标.这让玩家能更专注在战术上而不用研究每个相似的单位之间轻微的差异.举个例子,如果你想要把你的敌人挡在海湾处,你会想到使用足軽兵.为了多样化一点,随着时间的增加单位的等级会提升.
将封建时期的日本作为全面战争的背景是完美的设定.
从故事表现上来说.规模也有点不一样.帝国是关于全球战争的一款游戏.将军2是关于8个军阀的.所以如果将军2没有帝国那史诗般的地理规模,那就要加强角色以及故事这两方面来补偿.在欧洲期间(包括中世纪的罗马以及帝国),全面战争舍弃了一些给战争或者战役提供背景的一些故事情节.将军2专注于大名或者其他宗族领袖,像是武田信玄或者长宗我部元亲.在游戏中你实际上是扮演一个人,你关心的是家族的背叛或是忠诚问题, 而不是扮演第三力量来实现你的目标,这有时候比战争还要凶险.这次你的将军变得更为重要了,不单单是因为他们精彩的战前演讲,而是因为在他们成长的时候你可以选择他们应该怎样升级.比起上作全面战争里你征募的随机角色来说,玩家更容易依赖他们.
一个尤其新颖的设定就是引进了英雄单位.这是精于战斗并且可以轻松突破敌人防线的战士.基于一些像是武僧弁慶这样的历史传说 ,英雄单位在战场上几乎是所向披靡的,适合于把守桥梁对抗整个军队,或者粉碎敌人防线直接取将军首级.你可以用战术来对抗敌人的英雄,例如把它们当靶子来射或是让你的英雄与其单挑.设定甚至可以让玩家在政治上使用离间计来分裂敌人英雄.
独特的亚洲建筑风格在围城期间有深远的影响.日式婀娜多姿的宝塔结构使得不同阶段会出现围城战,随着攻击者以及防守者在墙壁以及塔之间移动.使得战争双方有更多的选择,而不只是单单等待守方出现漏洞然后派大量士兵攻进去.每个城堡都有五建筑等级,所以在你升级时会有越来越多的选择或是混合.更吸引人的是如果城堡建造在山地,平原或者海边,均会有不同的特色.
尽管已经有了全新的攻城器械, Creative Assembly力求游戏能展现出当时的战争类型,从小规模的伏击以及渡河战到开阔环境的大型战争都有.日本多山的特性意味着可以多布置检查点,因此玩家在进军时需要仔细考虑机动性以及方位.
游戏的概念图完美的捕捉到了当时的风格.
引进到帝国里的海战同样也引进到了将军2里.这段时期的船更像移动的堡垒,因此你能看见很多在高位射击的弓箭手,而在船靠近的时候会有很多近身肉搏.最大的不同就是船是有船桨的,因此你不用担心风力对其动力的影响.如果你想要船移动到特定的位置,你只需发出命令然后就搞定了.海战的时候同样会出现陆地,这不是不妥当,而是使玩家尽快适应.船只本身会有独特的挑衅等级,因此在海上战斗还有着剪刀石头布的元素.
游戏的AI是根据孙子兵法来编写的.作为混合近战及远战状态的基础核心之一, 孙子兵法明显是一个起源,但是重要的是孙子兵法会像个程序一样给你建议.例如,如果你士兵的数量是敌人的五倍, 孙子兵法会建议你包围敌人.如果你的数量只有敌人的两倍,他会建议你直接进攻.
城堡围攻战现在有了更多的选择以及不确定性.
战场是非常活跃的.将军2里面的单位由52块骨骼组成,相比前作多了将近25%.这使得战场显得更自然以及实在,顺带一提,还使用了英国剑道协会以及真实的武士道战士的动作.武士有着强壮的身体,柔韧的护甲而且熟练掌握能以一敌众的武器如武士刀及野太刀,因而闻名于世.在我们的试玩当中,我们看到了两列拿着武士刀的武士在对打,看起来比帝国中令人毛骨悚然的战斗更刺激.游戏已有56,000个单位,再加上支援单位,可以看出将军2实在非常有野心.
为了更加真实,制作团队也使用了武器的原本材料来制作音效.他们甚至为游戏中每种兵种在不同地形行走以及跑步录制了声音.
在现在阶段, 要Creative Assembly给我们更多情报的话还太早了,但是我们渴望知道更多的细节.我们清楚知道游戏会有全新的设定,例如使用剪刀石头布的机器,但我们不知道实际上有何作用.我们得知制作团队有一些关于多人游戏的不错的主意,但是他们根本没提到是怎样的主意.无论如何,以上游戏的前瞻已经满足我们的好奇心了.可以肯定的是在下个月IGN会继续深入研究将军2:全面战争的细节的.
翻译的不太好,见笑了.
只望与广大同好共同分享~~
[ 本帖最后由 caizheng12 于 2010-6-7 18:46 编辑 ] |
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