注册 | 登录

游侠NETSHOW论坛





游侠NETSHOW论坛 游侠NETSHOW论坛 红色派系:末日审判 红色派系 末日大战成线性故事了
查看: 3224|回复: 7
打印 上一主题 下一主题

[原创] 红色派系 末日大战成线性故事了 [复制链接]

帖子
4005
精华
0
积分
2006
金钱
1331
荣誉
0
人气
3
评议
0
跳转到指定楼层
楼主
发表于 2010-9-9 19:11:13 |只看该作者 |倒序浏览
地址这里
http://community.redfaction.com/home
http://www.joystiq.com/2010/08/3 ... errilla-and-armage/

我用翻译器看的,他们大致意思是游击战地图太开放,所以大家都去探索去了,显得故事剧情很松散,于是这代末日大战就弄成线性那样主要把故事讲好
几个新图
看起来就像战争机器一样,不过建筑可以破坏,掩体系统游击战里就有了~~~





                                                                                18

                                                                                                                                                                                                               


During a recent presentation of Red Faction: Armageddon, we asked what the designers at Volition felt were the top five changes made from Guerrilla to the latest installment. Red Faction: Guerrilla stood out as one of our favorites in 2009, so we were interested to see if Volition would be covering up the same blemishes that we'd had in mind. You'll find the answers from RF:A's Lead Level Designer, Jameson Durall, after the break.

Destruction
-- "Most of Mars could be destroyed in Guerrilla, but the areas for destruction spread out in pockets. Our goal in Armageddon is to have destruction all around you, all the time. Moving part of the story underground gives us the opportunity to place destructible buildings and structures on cave walls and ceilings, which helps bring the caves to life."

Joystiq addendum: The change also eases some of the framerate issues caused by expansive, open environments.

Nano Forge -- "We introduced backpacks in Guerrilla multiplayer as a way for players to augment themselves in combat. With the Rhino ability they could run straight through a building and bring it down on itself, an experience that wasn't available in any other game. In Armageddon, we want to make sure the player has these types of abilities, this time through the entire game, so we re-created the Nano Forge. Now the player can use forge abilities in combination with weapons to create maximum destruction. Try Shockwave to freeze a group of enemies in the air, then switch over to the Magnet Gun and grab a chunk of building to send hurling at them while they are defenseless."

Joystiq addendum: Constructing a concrete barrier doesn't really get fun until you squash an alien with it. It's about as satisfying as taking down a building with the hammer in Guerrilla.

Storytelling -- "In open world games the player may spend so much time exploring the world that they lose track of the main story line. Guerrilla was forced to tell a much looser story to fit this mold and it was hard for the player to sometimes feel immersed in the world. In Armageddon, we want to focus on telling a gripping story ... By structuring game progress, we could ensure exactly when each story element is presented to the player and pace events for a truly emotional experience."

Joystiq addendum: GTA: Mars is out. Structured experiences are in, leading us to ...


More of the Fun Stuff -- "In building a fully open world for Guerrilla we found that there was a lot of downtime in between the really exciting action segments. As we began Armageddon we wanted to minimize the downtime and give the player more action and excitement. So instead of an open world, we went with a collection of "mini-sandboxes," areas with 360 degrees of destruction that a player can approach however they see fit. Players who prefer to equip the magnet gun and launch pieces of the world at enemies need to have just as many options as the player who wants to place remote charges and detonate them as enemies approach. It takes a lot of planning and testing to anticipate the infinite possibilities of how players will tackle a given area and ensure that they don't feel their play-style suffers, especially the players that like to charge in and blast everything that moves."

Aliens -- "We've only shown a couple of our basic enemy types so far, but we have some much more exotic enemies come that will drastically change how the player approaches each area. Now that the you are in a cave environment with opportunities for destruction at every angle, we wanted enemies to come at you from every angle too. This takes the gameplay experience to a whole new level."

Joystiq addendum: We've also been told that the "spawn well" issue of Guerrilla, which generated enemies wherever the player wasn't looking at the time, has been addressed. This led to never-ending waves of baddies interrupting the flow of the action and coming from areas that were just cleared out.

[ 本帖最后由 yls112 于 2010-9-9 19:34 编辑 ]

使用道具 举报

游侠剑阁工作组【评测】
海斗士·美人鱼
幽暗城·亡灵巫师

大头像勋章白金会员勋章活跃勋章荣誉勋章特色头衔勋章剑阁工作组资深组员勋章人气勋章·初级

帖子
17965
精华
6
积分
14880
金钱
677
荣誉
435
人气
3470
评议
0

沙发
发表于 2010-9-9 19:19:54 |只看该作者
可以破坏建筑呢                                                     .

使用道具 举报

帖子
3298
精华
0
积分
1650
金钱
2160
荣誉
0
人气
10
评议
0
板凳
发表于 2010-9-9 19:23:08 |只看该作者
[害怕] [害怕] 虽然不是很排斥,但更喜欢GTA式的模式~~~~
没有绝境的抗争,就没有奇迹的诞生。

使用道具 举报

帖子
4005
精华
0
积分
2006
金钱
1331
荣誉
0
人气
3
评议
0
地板
发表于 2010-9-9 19:30:44 |只看该作者
原帖由 rulersss 于 2010-9-9 19:23 发表
[害怕] [害怕] 虽然不是很排斥,但更喜欢GTA式的模式~~~~

我也喜欢GTA式,这代好像是在一个封闭的洞穴空间了,但制作者说绝对让大家过瘾~~~

使用道具 举报

帖子
817
精华
0
积分
409
金钱
1506
荣誉
0
人气
0
评议
0
5#
发表于 2010-9-9 19:36:01 |只看该作者
谁能告诉我为什么我眼睛不直觉的忽视掉了那个线字?????????

使用道具 举报

帖子
2878
精华
0
积分
1441
金钱
965
荣誉
0
人气
0
评议
0
6#
发表于 2010-9-9 19:45:51 |只看该作者
拆迁工拆楼相当爽啊............
你永远不能战胜一个纯SB,因为他会把你的智商拉到跟他个水平,然后用丰富的经验打败你
[害怕][顶][伤心啊][舒服][狂晕的汗][怒][嘿嘿嘿][汗][一头大汗][痛哭][哇哈哈][哈哈哈][爽][感动][疯狂的YY中][寒死][5555][怒2][惊]

使用道具 举报

帖子
4005
精华
0
积分
2006
金钱
1331
荣誉
0
人气
3
评议
0
7#
发表于 2010-9-9 22:08:35 |只看该作者
原帖由 ocean0080 于 2010-9-9 19:36 发表
谁能告诉我为什么我眼睛不直觉的忽视掉了那个线字?????????

哇赛,都到达这种境界啦

使用道具 举报

信徒
硬件小生

活跃勋章白金会员勋章

帖子
15922
精华
0
积分
8157
金钱
4410
荣誉
12
人气
758
评议
0

8#
发表于 2010-9-9 22:09:48 |只看该作者
来看看,啥东东.................

使用道具 举报

您需要登录后才可以回帖 登录 | 注册

手机版|Archiver|游侠NETSHOW论坛 ( 苏ICP备2023007791号 )

GMT+8, 2026-1-14 10:32 , Processed in 0.359969 second(s), 12 queries , Gzip On, Memcache On.

Powered by Discuz! X2

© 2001-2011 Comsenz Inc.

分享到