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 Nobody at Konami is under any illusions: over the last two years, and after a decade at the top of the table, PES has lost its position of football sim dominance to FIFA. But the publisher, and its vast Pro Evolution development team (200 staff and counting) are determined that this 11th instalment will be the return to former glories. After a brief play with an early version, it certainly seems to be a sprightly step-over in the right direction.
KONAMI 的人不曾想到过,自己独占十年的宝座会让给FIFA.但是笔者和PES庞大的制作团队相信,此作将会揽回昔日的荣誉.玩了一下的早期版本,很明显游戏已重回正轨.
First up, the game system hasn't just been tweaked, it's been completely torn out and re-thought. AI support for the gamer is effectively gone. "In the past, before you even switched control to a defender, they'd be moving toward the attacking player," says European product manager, Jon Murphy. "This actually made them quite easy to beat if you were a good player. But that's not in there to assist you anymore."
首先,游戏的系统并非仅仅是调整,而是完全推倒重来.对玩家来说,AI的支持很有效."过去,在切换到防守球员之前,他们会朝进攻球员靠近,"欧洲制作人,Jon Murphy如是说."如果你玩的不错,他们很容易被击败.但现在不会了."
To bolster your defensive options, however, you now have the option to hold up the incoming play. If you run up to the attacking player, hit X, then turn away with the left stick, your defender blocks and tracks his opponent, edging backwards and refraining from going in for a tackle. "What you're doing is holding up the play and slowing down the game," says Murphy. "It's useful when dealing with really tricky players, when you don't want to commit yourself". It also sounds like a workable option for those many, many times I commit far too many players forward.
防守的选择性加强了,你现在可以阻碍和延缓对手的进攻.比如向进攻球员跑去,然后按X,松开左摇杆,你控制的防守球员就会紧跟并且阻挡对手,而不会去铲球."你所做的就是阻碍对手放慢比赛节奏."Murphy说,"在面对技术好的球员又不想犯规时,这招很凑效."对于经常犯规的我来说这听起来的确是个不错的办法.
There's also a much more open and flexible passing system (perhaps reflecting FIFA's 360 degree boast). Hit a short or long pass and the ball won't just automatically find its way to a team mate anymore – you need to direct the ball to them, or put it into space in front of them. Power is much more important, too; in previous editions, the gauge was hidden at the bottom of the screen and was often unused, now bars appear beneath the player with every kick of the ball, so weighting passes is as important as directing them.
还有更开放更灵活的传球系统(说明了FIFA在360度系统上的自大).长传短传球都不会自动找人了.方向由你定,或者传空位.当然力度也是很重要的.之前版本中,力度条是隐藏在屏幕下方不常使用的.现在每次踢球都会出现在球员脚下,因为传球力度和定向一样重要.
It's tricky at first: after years of experience with the didactic PES engine, I was sending balls all over the place, over-hitting them, or just bashing them well-wide of my intended target. "To a certain extent you have to relearn how to play the game," says Murphy. "You get into it pretty quickly, but occasionally you make errors where you're being a little bit lazy. You start to realise you've got to concentrate on everything you do. But it results in a realistic game of football."
刚开始这比较棘手,根据之前几年玩的PES经验,我把球传得到处都是,踢得太远,或者传得离预定目标刚刚好."在一定程度上你要重新学习怎么去玩."Murphy说."你会很快适应,但要是偷懒的话偶尔还是回犯错误.你会开始明白,应该集中精力在你要做的事上面.但是结果和真实比赛很相似."
Indeed, even after a few minutes play, I was beginning to spot spaces ahead of players and aiming my passes into empty nooks and crannies. Apparently, it's even possible to direct a pass onto the specific foot of another player, simply by slightly angling the analogue pad. I also noticed a lightness to the ball; it's much more likely to bounce off a moving player, or get trapped under his feet if a pass is too strong. Again, it's more demanding, but it's going to be fun to master it, to learn how to move with more subtly and grace.
的确,在玩了几分钟之后,我开始把球传到球员身前,空位或者空隙.甚至可以决定传到队友的具体哪只脚上.只要用遥杆选好大致角度,就那么简单.我还注意到球变轻了,球员在移动中,球可能会反弹,力度不大的话才可能被球员踩在脚下.这对传球的要求就很严格了,但学会如何巧妙和幽雅的传球将会更有趣.
But of course, football isn't all about subtly and grace (sorry Arsenal fans). Hence, the jostling system has been refined. In the past, there was physical interaction between players but it only minimally affected the man on the ball, who was often able to get in a cross despite being consistently elbowed. Now, there's much more physicality – players will stumble and trip, or lose balance and fall if they're nudged by a stronger opponent. There are also a greater number of tackling animations, bringing more graphical variety to the duels. Actually, animation is another area that's been decimated in the re-tuning process. 90% of all the animations have been changed, and the links between them have been edited to give higher response times.
当然,足球并不全是巧妙和幽雅.于是,身体对抗系统得到了完善.过去对抗中的物理效果对控球人的影响微乎其微,尽管控球人不断被肘击...现在,物理效果更强了.球员们会跌跌撞撞或者在遇到强壮的对手时失去平衡而倒地.铲球动作更丰富了,会出现各种各样的对抗场面.事实上,90%的动作被重制了.动作连接响应时间更高了.
For the more experienced PES fanatic, this version brings in a wider selection of feints, tricks and turns. We see players sliding the ball under foot and chipping it onto their inside leg for a deceptive diversion. Importantly, different moves can now be chained together into fluid combos, allowing players to build their own repertoires of tricky manoeuvres.
这作带来了丰富的假动作和技巧动作.我看到了脚底拉球变向.更重要的是,现在可以连招.自己组合大招吧.
And this isn't just about showing off – according to Murphy, series creator Shingo 'Seabass' Takatsuka sees one-on-one situations as key moments in the sport, and wants them to become truly tactical experiences in his game. The ability to string together turns, flicks and step-overs is to become a vital weapon for experienced players. Konami has structured this element with two options: L1 provides access to 'feint sets', which are pre-set selections of moves edited by the player, while L2 gives regular feints, which can be further modified with analogue stick movement. Oh and double clicking L3 brings in tricky flicks like rainbows and flip-flaps, if you're into that kind of thing.
高冢新吾将一对一视为关键时刻.并且想在游戏中真实反映出来.连招的技能,牛尾巴,踩单车会成为玩家的杀手锏.这个元素的构建主要有两点:L1 是"假动作选择",假动作是预先设置好的.同时L2 是常规假动作,可以通过摇杆进一步修改.双按L3会玩出后脚跟挑球过人,牛尾巴,如果你喜欢这些招术的话.
Finally, a couple of management options. With the revised manual team set-up option, you can simply drag player icons around a pitch diagram to place your players – you don't have to rely on the dozens of pre-set formations usually offered in PES titles. I also like the sound of the 'reactive management settings', which let you pre-choose tactical switches for a range of match scenarios. Before the game starts, for example, you might want to set it so that your players adopt a defensive formation if they're winning the game at 70 minutes. It's a little feature, but it means you can get the strategy stuff out of the way before the match even starts and instead concentrate on passing the ball properly…
最后,一些战术安排设置.通过手动修改阵型的设定,你可以简单的拖动球员图标完成设置.不用依赖一大堆预设阵型.游戏开始前,比如,你希望在自己的球队在70分钟时就赢得了比赛的情况下,变为防守阵势,可以预先设置.
So one match in, and PES 11 feels to me like a huge improvement over the previous two or three iterations. It has a nice loose feel, the player models are sharp, detailed and solid, and there's a real sense that you're very much in control. I was certainly deeply reluctant to hand the controller back when my allotted time with the demo was over. It seems that the many Gamesblog readers who've kept faith with the series – and the ever-competitive Chatterbox PES league is testament to that – might be about to reap the rewards of their loyalty.
一场比赛下来,我感觉PES2011进步太大了.感觉很棒.球员模型很犀利,很细节.很质感..手感很真实.时间到了我还不想还手柄.之前许多忠于PES系列的读者们,你们将会收到回报. |
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