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[转贴] PES2011 Hands-on [复制链接]

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发表于 2010-6-1 16:35:03 |只看该作者 |倒序浏览
Change is easy to promise, but much harder to deliver. The pleading husband, as his long-suffering wife threatens to walk out, insists he'll change; things will be different this time if only she'll stay. Why should she believe him?

So it is with PES. The fanatical devotion Konami's football series has inspired in fans has been a virtual love affair of breast-beating intensity. But the gnawing sense of late that it has let itself go has tried the patience and passion of even its most ardent devotees. As they remorsefully turn away and into the arms of a pouting rival, PES promises to change. Why should we believe them?

The reality of this change could not be clearer as I step inside Konami's headquarters in Tokyo, an imposing skyscraper in Midtown housing 2000 of the company's top talents. Kojima Productions is based here, as is the ever-palpitating Dance Dance Revolution team. This is the first time Konami has invited Western journalists into the heart of its operation, to see where and how its games are made.

Barely a week goes by without a European or American studio exposing its mind, body and soul to the press, but in Japan this level of access is still a big deal. Indeed, it's taken years of internal wrangling to reach this point, I understand; and it's fallen to the PES team to usher in this apparent new era of openness.

A major step for Konami, then, and one Shingo "Seabass" Takatsuka, the redoubtable producer of PES, realises is a crucial part of the reinvention of his series. Another part is his own frankness about where it's been going wrong.

"We are always challenged to make a change," he says, speaking through a translator. "In order to make the game feel like PES, this perhaps became an excuse for not making enough changes. This time our hidden slogan is 'break what is PES' - we wanted to take the change much further and we wanted to make the next step." To avoid misunderstanding, he adds: "We get asked if we'll lose the feeling of PES. I assure you this feeling will never be lost."

Strikingly, Seabass pinpoints the beginning of PES's problems at the advent of new consoles. "As the leader of the team, I really wanted to create PES 2011 at the start of the current generation of consoles," he reveals. "But from the PS2 to PS3 that timing was very difficult for us; probably we were not prepared enough. Looking back our team spirit needed a change as well at that time."

He adds: "We were running in many different directions; today I think we're pretty much stable on which direction we should go. We're not shy of saying we made our mistakes in the past, but we want to use that to give back double, even triple the expectations of our users today. I think we can do that with PES 2011."

'Change' and 'Freedom' are the key themes of PES 2011 for Seabass. He arrives at the initial presentation in buoyant mood, all smiles and handshakes as he leads us through this season's instalment. "The game isn't finished, but I want everyone to play it and give feedback".

It's by far the earliest the game has ever been shown to the press, a brave decision and another facet of the Change Agenda, inviting comment and criticism at a point where there is still sufficient development time to accommodate anything that resonates.

We're shown gameplay clips from PES 2010 followed by this year's version to highlight changes and improvements. Defence, Seabass notes, "has changed massively". Using the dash button to close down and press the player with the ball has been replaced by a three-pronged system using the X button (it's all PS3 in Japan) and directional input.

Hold X while directing the stick towards your goal to hold up play, a relatively passive option that makes it difficult for the attacker to pass you. The second option is simply to hold X and release the stick entirely. This stops your player and, if timed correctly, will halt the advance of the guy charging at you with the ball.

Finally, moving the stick towards the opponent while holding X results in a more aggressive effort to retrieve the ball. This is familiar to PES, but with greater risk attached, says Seabass - if the attacker anticipates your lunge he can pass you more easily.

In tandem, physicality assumes greater significance on the field as players jostle for the ball, with the aim to make players consider more the attributes of the player they are controlling and the best tactics to employ during these encounters. The essence of PES 2011 for Seabass is found in these one-on-one moments. It's the feature he cites to distinguish the experience from its main rival.

"FIFA is probably simpler because they have the overall gameplay balance just like we used to have - but the basics of football are one-versus-one, the ball carrier versus the defender," he explains. "So if you really want to go in deep, which we have, I think you'll get a more realistic flavour of this basic football element."

This has implications for attacking too, with the feints system overhauled. These tricks can still be performed manually using button/stick combinations; but there's the option now to automate and chain moves together into combos.

"I always thought in all of our games like PES and FIFA, feints were just used to show off," Seabass says. "What I wanted to do in PES 2011 was to make the feints and dummies useful to the player. I didn't want to make the controls super-difficult. In PES 2011 I was able to make the user perform these feints quite easily. At the same time if you overuse it there's a high risk - so it's more fun when combined with the defending I described."

Feints, then, work by holding L1 and using the right stick, with different approaches mapped to up, down, left and right. Aiding and abetting is a reworked animation system, with Konami claiming some 1000 new animations in PES 2011, equating to over 100 hours of motion capture in the studio's on-site facility.

In response to criticism that last season's "360 degree control", er, wasn't (it was 16-way), Seabass illustrates improvements here with a video of 2010 Messi versus this season's thrusting goal genie.

"For unique players like Messi, R1 dash dribble has changed dramatically in PES 2011," he explains. "He is now able to go in any direction; you can also see small touches just like real life. It's never been implemented well in our games before. Now it's properly reproduced."

Out of a roster of around 6000 players, there are only 15 "stars" - like Messi - with magic feet to bamboozle, befuddle and blind. Yet their pirouetting, pretentious ways remain fallible - balance, in other words, is preserved - through smart application of the new defensive techniques.

Elsewhere, the renewed focus on freedom is another product of the team's painful but necessary process of self-examination. "We've been developing PES for over 10 years since PlayStation 1," Seabass muses. "Every time we release a new version we've found that the freedom of the game has gradually disappeared. We maybe made it too complicated."

This manifests itself most clearly in passing, which, in tandem with a reworked shot power gauge, affords "unlimited freedom of passing" according to its creator.

Every pass or shot performed in PES 2011 brings up a power gauge on screen, which is situated in open play directly beneath the player so it is always in focus. Making use of this while holding L2 and pressing a pass button, the ball can theoretically be sent wherever you want it to go.

The team has clearly looked back in considerable detail over the history and development of PES to trace how it got here and where it needs to go. One unexpected side effect is the return of a long-forgotten feature: game speed.

"In PS1 days there was an option to change the game speed," Seabass recalls. "I looked up how long it was before I decided to have this back and it was about 12 years ago the last time. I've put it back in this year."

In practice, you can change the speed at any point via the pause menu, from -2 to +2, with zero being the regular setting. The difference between the extremes is clear enough and while its ultimate utility remains to be seen, its inclusion can be no bad thing and gives an extra way to tailor the experience to taste.

When it comes to playing the game, the flipside to being treated to an unprecedentedly early showing becomes apparent, with many features yet to be implemented and others not working as they should. The feint system, for example, at present produces looping, sliding animations that are clearly unfinished, and tackling hasn't been fully worked in, making it hard simply to get a foot in.

These aren't criticisms, of course: it's simply not possible to make any meaningful qualitative judgements on such elements at this stage. What is possible with this build is to get a decent feel for the ebb and flow of a game, the new power gauge, redone throw-in system, game speed, passing freedom and so on.

The latter could well prove to be the most significant addition. Experiencing it at first is to realise how much the playing of PES has been, if not on autopilot then certainly in a comfort zone of familiar ease. Which is a roundabout way of saying I end up blasting the ball to row Z and beyond in my early attempts to precision-place a pass.

But further experimentation yields rewards and the flexibility becomes engagingly apparent the more I practice. Konami's claim of total control over the direction and destination of passes holds up; the one potential downside is the need to rely on AI with no apparent way to send a free player into the space for which you're aiming.

Off-pitch, a drag-and-drop system tidies up tactical tweaking of player positions from a manager's-eye view. Meanwhile, automated switches can be set up to change tactics according to certain conditions. For instance, you could set it so that a 2-0 lead initiates a defensive strategy to preserve the lead; or so that going 1-0 down triggers a more pressing mindset as you push for the equaliser. This can also apply to formations, and should save a lot of menu fiddling while maintaining a realistic flow to a match.

The licence issue is always a sticky one for PES and at this stage it's too early for any concrete news on developments in this area other than a "yes" - that there will be new licences added. Watch this space.

And then there's Master League Online. A massive feature that's been a long time coming, sadly we're shown nothing of this, but we are assured that it's another vital part of the team's desire to change and improve - in this case an acknowledgement that online play hasn't quite cut it to date. Seabass also teases us with the promise of a further major "surprise" to come. But that's all he's saying for now.

The PES community is vast, deep and outspoken, and Konami rightly pays lip service to fans, insisting it now listens more closely than ever. An example of this, shared with us by PES European Team Leader Jon Murphy - his community-facing role in itself symbolic of this - is with nets. Yes, nets. A minor point to most of the universe, but enough fans have asked for the ability to edit the net style and so I'm assured it's now on the team's agenda (although that's not confirmation it'll make it into this year's version).

Seabass' team's passion for the beautiful game remains utterly undimmed. On my last night in Tokyo a few of us are taken out for drinks by senior members of the team. The language gap is unbridgeable for the most part; but in a wonderfully charming backstreet bar that might as well be (come to think of it, might actually be) someone's living room, at a table with a computer terminal, the exec producer beams with delight as he plays us YouTube highlights of great footballers: Zola, Ronaldo, Weah. Suddenly, we're all on the same page.

It's a side that has been sadly hidden from view before now. But for PES to move forwards and stem the flow of FIFA converts, reconnection with its fanbase is vital. And that connection will always be strongest on the pitch.

The PES team has, of course, claimed each year of this generation that its new game would be the profoundly improved, overhauled masterpiece footy fans crave. However, here in Japan the mood this time is unmistakably one of genuine, self-aware change. Whether that is, at last, the change PES needs and fans demand, we'll see more clearly over the coming months.
儒雅才俊

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沙发
发表于 2010-6-1 16:36:52 |只看该作者
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板凳
发表于 2010-6-1 18:00:00 |只看该作者
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地板
发表于 2010-6-1 18:04:57 |只看该作者
同上....................................

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发表于 2010-6-1 18:20:48 |只看该作者
变化是很容易的承诺,但是却难以做到。作为他的恳求丈夫长期遭受苦难的妻子,威胁要出去走走,坚持说,他会改变;事情会有所不同,如果只是这一次她会留下来。为什么要她相信他吗?

因此,它与PES的。狂热的献身精神Konami的足球系列,一直牵引着球迷一直是母乳跳动强度虚拟的恋情。但最近,它已让自己去试图的耐心和热心的信徒,甚至其最激情的痛苦感觉。当他们悔恨地转推到一个噘嘴对手的武器,聚醚砜承诺改变。我们为什么要相信呢?

这一变化的现实再清楚不过,我一步内Konami的总部设在东京,在市中心区的房屋,公司的顶尖人才2000年实施的摩天大楼。小岛制作是基于在这里,因为是不断雀跃跳舞革命队伍。这是第一次职棒邀请到其运行的心脏西方记者,看它的地点和方式等游戏。

不到一个星期不出现一个欧洲或美国揭露其头脑,身体和灵魂的新闻工作室,但在日本的访问级别,仍是一个大问题。事实上,它是采取内部争吵年达到这一点,我理解,以及它的大幅度下降,聚醚砜队迎接这一明显的开放的新时代。

一个小浪,那么重要的一步,一个新吾“鲈鱼”高冢,可怕的PES的生产,是实现他的一系列改造的重要组成部分。另一部分是他对那里的地方出了问题的坦率。

“我们一直面临挑战,需要做出改变,”他说,他通过翻译说。 “为了使游戏像PES的感觉,这可能成为一个没有取得足够的变化的理由。这一次我们隐藏的口号是'什么是聚醚砜打破' - 我们要进一步采取太大变化,我们想使下一步。“为了避免误解,他补充说:“我们有问我们是否会失去PES的感觉。我向你保证,这种感觉永远不会丢失。”

引人注目的是,锡巴斯一针见血地指出聚醚砜的问题在新的游戏机的出现开始。 “作为队长,我真的很想创造了当前一代游戏机聚醚砜2011年开始,”他说。 “但是从PS2的PS3游戏机的时间来对我们来说非常困难,可能我们没有足够的准备。回顾我们的团队精神需要改变,以及当时。”

他补充说:“我们在许多不同的方向运行,今天我想我们都会有很大的稳定,我们应该朝哪个方向走。我们不是说我们在过去的错误中羞涩,但我们希望用它来回馈一倍,甚至三倍今天我们的用户的期望。我认为我们可以做到这一点与PES的2011年。“

'变化'和'自由'是PES的2011年,锡巴斯关键主题。他在演讲中热情高涨最初到达,所有的微笑和握手,因为他带领下,本赛季的分期付款方式。 “比赛还没有结束,但我想每个人提供发挥,并给予反馈。”

这是目前为止的运动曾经向新闻界表明,一个勇敢的决定,另一面更改议程,邀请于1点仍然有足够的发展时间,以适应任何评论和批评最早的共鸣。

我们显示从2010年PES的游戏剪辑之后,今年的版本,以突出的变化和改善。国防部,锡巴斯指出,“改变了大量的”。使用破折号按钮关闭,然后按与球的球员已经取代了三管齐下的使用X按钮(它是所有在日本PS3)和定向输入系统。

持X朝着自己的目标而导演举行了发挥,一个相对被动的选择,它使攻击者很难通过你的坚持。第二个选择就是持有X和坚持完全释放。这将停止你的球员,如果时机正确,将停止前进的家伙在你充电的球。

最后,对对方提出的坚持,同时举行以更积极的努力,球X检索结果。这是熟悉的聚醚砜,但更大的风险重视,表示锡巴斯 - 如果你的刺攻击者预期他可以通过你更容易。

在串联,形体在球场上承担更大的意义,因为球员的球挤,目的是让玩家考虑更多的球员,他们是最好的控制和战术运用在这些遭遇属性。 2011年的PES的鲈鱼的本质是发现在这一个对一时刻。这是他列举的功能,以区分其主要竞争对手的经验。

“国际足联可能是简单的,因为他们的整体游戏平衡,就像我们曾经有过 - 但足球的基础是一个与一,相对于后卫球的载体,”他说。 “所以,如果你真的想去深,这是我们,我想你会得到一本基本足球元素更现实的味道。”

这也影响了进攻,与假动作系统检修。这些技巧仍然可以使用按钮进行手动/棒的组合,但有选择现在进入连击链自动化和共同行动。

“我一直以为在像PES和国际足联的所有游戏,假动作只是用来炫耀,”锡巴斯说。 “我想做的事是在2011年聚醚砜,使假动作和假人有用的球员。我不想使控制超困难。聚醚砜2011年在我能够使用户执行这些假动作很容易。同时,如果你过度使用它有一个高风险的 - 所以它更有趣,与卫冕我描述相结合。“

假动作,然后,通过召开工作L1和使用权的棍子上,映射到了不同的做法,下,左,右。协助及教唆是一个动画系统改造,并声称一些职棒1000聚醚砜2011年新的动画,等同在录音室的现场设施,以动作捕捉超过100小时。

在回应批评,上赛季的“360度的控制”,呃,是不是(这是16路),鲈鱼说明与2010年相比,本赛季梅西的逆冲推覆改善目标精灵视频在这里。

“像梅西独特的球员,R1的冲刺运球改变了聚醚砜2011年戏剧性的是,”他说。 “他现在能去任何方向,也可以看到,就像现实生活小细节。这是从来没有实施之前,我们的游戏好。现在是适当的复制。”

出约6000球员名单中,只有15“明星” - 像梅西 - 与魔术脚迷惑,迷惑和盲目。然而他们pirouetting,造作的方式继续犯错误 - 平衡,换句话说,是维护 - 通过新的防御技术的智能应用。

在其他地方,对自由的重新关注,是另一队的痛苦而必要的自我反省过程的产物。 “我们已经制定了10年的PlayStation 1年聚醚砜,”锡巴斯恸。 “每次我们发布一个新版本中,我们发现,游戏的自由已逐渐消失。我们也许太复杂了。”

这表现在通过自己最清楚,这在随一杆改造电力仪表,affords“传递”,按它的创造者无限的自由。

每一个传球或射门在2011年进行的聚醚砜带来了一个在屏幕上功率计,这是坐落在公开播放器下方的直接,因此它总是关注的焦点。利用这按住L2和使用合格的按钮按下,球理论上可以发送你需要的地方去。

该小组已明确回顾了聚醚砜的历史和发展轨迹如何到了这里,并在有需要去相当详细。一个意想不到的副作用是一个长期被遗忘的功能回报:游戏速度。

“在PS1的日子有一个选项来改变比赛的节奏,”锡巴斯回忆说。 “我抬起头多久以前我决定这回,它大约12年前最后一次了。我已经把今年才回来。”

在实践中,你可以改变在任何时候的速度通过暂停菜单,从-2至+2,与作为一般的设置为零。极端之间的差异十分清晰,而它的最终效用仍有待观察,不能将其列入坏事并给出了一个额外的方法来定制品尝经验。

当谈到玩游戏,不足的是要被处理,以前所未有的早期表现变得明显,有许多功能还没有得到执行和其他人不应该为他们工作。该假动作系统,例如,目前生产的循环,滑动动画显然没有完成,还没有完全解决在工作,很难简单地得到一英尺英寸

这些都不是批评,当然:这简直是不可能作出任何在此阶段等因素有意义的定性判断。什么是可能与此版本是能为低潮和流动的一个游戏一个体面的感觉,新的电源规范,返工扔在系统,游戏的速度,通过自由,等等。

后者很可能被证明是最重要的补充。体验首先是要实现多少PES的比赛一直是,如果没有自动驾驶仪则肯定在一个熟悉的轻松舒适区。这是在说,我最终爆破球行Z和我早期的尝试之后,以精确地传递迂回的方式。

但进一步的实验产生的奖励和灵活性变得更加明显engagingly我的做法。 Konami的超过通行证的方向和目标总量控制要求举起;一个潜在的缺点是必须依赖于人工智能,没有明显的方式发送到你的空间瞄准自由球员。

关摊位,一拖和拖放系统整顿的球员位置的战术调整从一manager's眼的看法。同时,自动开关可以设置改变战术根据一定的条件。例如,你能设置它以一个2-0领先启动防御战略,以保持领先地位,或使持续下降1-0触发一个更迫切的心态,你的均衡推进。这也适用于单位,并应保存大量的菜单摆弄,同时保持一个现实的流向了比赛。

该牌照问题始终是一个棘手的聚醚砜之一,在这个阶段它太在这方面的任何其他方面的发展比具体的消息早在“是” - 将有新的牌照补充说。观看此空间。

然后还有的大师联赛在线。一个庞大的功能,有很长的时间来,可惜我们呈现这没什么了不起,但我们确信,它的另一个团队的愿望,改变和改善的重要组成部分 - 在本例的确认,在线游戏并没有完全切断它的日期。锡巴斯还开玩笑的另一项更重要的“惊喜向我们承诺”来。但是,这一切他说现在。

PES的是广大的社区,深入和坦率的,和小浪正确口惠而实不至的球迷,坚持它现在比以往任何时候都更加紧密地倾听。这样一个例子,与我们共同的PES的欧洲队负责人乔恩墨菲 - 他的社区本身面临的这一象征性的作用 - 与网。是的,网。一个小点,以全宇宙最,但足以球迷有能力来编辑网的风格,所以我很放心它在球队的议程(现在虽然这不是确认这将使其成为今年的版本,它要求)。

锡巴斯的团队对游戏的热情依然美丽完全没有退色。我在东京的最后几个晚上是我们采取的饮料由团队的资深成员。语言障碍是大部分不可逾越的,但在一个美妙迷人的小巷酒吧,不如(来想想看,实际上可能是)一个人的客厅在同一个计算机终端表,在执行制片人梁我们高兴,因为他扮演YouTube的亮点:伟大的球员左拉,罗纳尔多,维阿。突然,我们都在同一页上。

这是一个已经很不幸从视图中隐藏在现在的一面。但对于PES的前锋和移动干的国际足联流转换,其球迷成分重联是至关重要的。该连接将永远是在球场上最强的。

该PES的团队,当然,声称这一代每一年,其新的游戏将是深刻的改善,大修杰作褴褛的球迷渴望。然而,这里的日本这次的心情无疑是真正的一,自我意识的变化。无论是在最后,需要改变聚醚砜和球迷的需求,我们将更加清楚地看到在未来几个月内。

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发表于 2010-6-1 18:21:27 |只看该作者
在线翻译 很蛋疼!!.................................

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欧洲足球先生

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7#
发表于 2010-6-1 18:30:56 |只看该作者
等待JS柳大哥的....翻译.......




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