Amaré Stoudemire stands6-foot-10. At that height, little lob-in passes are what the Knicks powerforward receives, not what he throws. But he's a little out of position, withCarmelo Anthony set up on the right block in front of Miami's Udonis Haslem,asking for the ball. So here goes, because, it's not like Stoudemire's gonnacall for a pick-and-roll with Jeremy Lin, even if this is video gamebasketball. 阿玛雷·斯塔德迈尔身高为6英尺10英寸. 由于这个身高, 他经常会接到一些高吊传球, 但是以他的传球技术却很难传出这种球来. 但是现在他有点脱离位置, 而安东尼在右侧面对热火的犹多尼斯-哈斯勒姆,像小斯要球.所以现在小斯就得把这个球传给甜瓜,毕竟他不可能叫林书豪过来挡拆,即使这只是个篮球游戏.
Stoudemire, as you would expect from a big man, sort of pushes the ball out andit's not on target. Anthony has to lunge away from the basket and high with hisright hand to corral it, so there'll be no lowered-shoulder drive to thebaseline. But there is now space between him and Haslem, so he turns and plopsa 12-foot fadeaway with a signature flick of the wrist.
斯塔德迈尔, 正如大多数内线球员一样,把球传出去的力度和角度都有些偏差. 安东尼就得离开他已经占据的位置, 伸出右手来抓住篮球, 这样的话, 就无法从边线冲击篮筐了.但是现自他和哈斯勒姆之间有些距离, 所以他转身, 跳投命中了这个球.
Even as a broken playexecuted in a video game that has yet to enter alpha state, it demonstratesthat NBA Live 13, shown exclusively to Kotaku yesterday, hasmoments where it hits its gameplay ideals: authentic passing, recognizableplayers and behaviors, and a sophisticated, believable outcome with a minimumof control inputs.
在篮球游戏中, 经常会看到一个战术被破坏后,AI不知所措,但是在最近Kotaku展出的NBALive 13中,我们看到了很流畅的传球,可以认别的球星和专属动作,还有一个贴近现实控制系统.
E3 is mostly a graphicsshowcase, and NBA Live 13 indeed looks good. I'll get to that furtherdown. Gameplay is what will feed the bulldog as this series tries tore-establish itself against very a formidable competitor in NBA 2K. Andpassing is what you'll likely hear the most about once others are shown thegame beginning on Tuesday.
E3上大多数展示的是游戏画面,NBA Live 13看起来也非常不错.为了对抗NBA2K, 今年主打的便是游戏性,你将会在E3上看到很多关于传球的描述.
In a trip to EA Sports'Tiburon studio in April, I saw more guys working on passing than anything else,fitting for a game whose creative director was a collegepoint guard. They're trying to make it a more intuitive act, directing theball to your intended player without the extra step of bringing up icons andselecting a corresponding face button for an otherwise straightforward pass tothe wing when a big man's also set up in the neighborhood.
在4月份的时候我去参观了EA运动的工作室,我看到很多工作人员的重心都是传球,游戏的创意总监在大学的时候就是一个控球后卫.他们想把传球变得更加真实,直接把球传到你想要的位置,而不是呼叫出各种图标,然后选择对应的按键.
With strong ball movement and helpful teammates on the floor,NBA Live 13 shows promise early in the game. 游戏中传球变得更真实,队友也会有很大帮助,NBA Live 13 已经让我们看到了篮球游戏的希望. There still will be iconpassing for those who prefer it or play with it out of habit. But a simple Abutton with Stoudemire is going to key the entry to Anthony, however clumsy itwas. The same single button, with Oklahoma City's Russell Westbrook on theperimeter, sent a longer pass out to Thabo Sefolosha, who had come free from anoff-the-ball screen, and not to Kevin Durant, who had set it and was in factnearer, having rolled back to the hoop. That's what I wanted to do, too. Thisis tied to an AI system in which players are supposed to recognize the mostappropriate target in the area you're facing with the left stick.
图标传球将会为那些习惯使用的人保留. 不过按下一个简单的A键就能让小斯把引导球传给安东尼.同样的键也能让雷霆的威斯布鲁克长传给刚穿过拆挡得瑟弗洛萨, 而不是设置拆挡得杜兰特. 我想要的就是这种效果, 让AI明白在用左摇杆选中的区域内, 谁才是最合理的目标.
That's the direction of thepass. The type of pass will work in your favor if you have a skilled passer asmuch as it will be an adventure in the hands of someone who isn't. Anotherexample: Mario Chalmers, the Heat's point guard, saw Chris Bosh across the laneon the block. Bosh is 6-11; Chalmers is 6-2. A chest pass to Bosh's numbers inthis situation is high enough to get deflected. Chalmers slammed a high,one-handed overhand bounce pass instead, hitting Bosh square to begin his moveto the basket.
这就是传球方向, 如果你控制一个传球很好的人和一个传球一般的人,AI所做的传球动作也会有所不同.举个例子,热火的首发PG,马里奥·钱莫斯看到波什正在穿过底线. 波什身高是6英尺11英寸; 钱莫斯是6英尺2英寸. 如果直传得话, 传球很容易被破坏. 所以钱莫斯用击地传球把球正好放在波什的位置.
These are highly specificcases and the interactions are not by themselves heretofore unseen in a videogame. And you're still going to turn the ball over if you make a bad choice.But they were aspects of a passing game that became taken for granted afterjust a quarter. Working in concert with your teammates' AI, NBA Live 13shows promise as an accessible title that won't resort to handholding.
游戏中会有些特殊情况, 在之前的游戏中是看不到的.即使在这种传球之下,如果你做出了一个很差的选择,你的传球还是会被抢断的.这些都是篮球游戏的一部分,和你的队友配合,NBA Live 13给我们展现了一个不需要玩家独揽大权就可以夺冠的游戏.
Players do movepurposefully without you telling them to. (Playcalling was not present in thebuild of the game I saw, anyway.) For example, James Harden came out to set abackscreen up near the foul line and I exploded off it with Westbrook. Hardenstill rolled but there was nothing but daylight to the rim. And as to playerspeed, there's a good sense of momentum and inertia depending on size andquickness.
AI球员不会无意义的跑位(在我看到的游戏中没看到战术系统)比如,哈等在罚球前附近做掩护,我控制威斯布鲁克穿过这个掩护,哈等就会冲向篮框,球员的规模和速度将会决定他冲向篮框的势头.
But while Kendrick Perkinsis leaden and LeBron James is a jackrabbit, both maintain starting times andstopping distances that allow for precise movement. I've found this especiallyimportant when you're playing from a broadcast camera angle, trying to positionyourself on the far wing for a three-point shot, for example. The dribblemoves, entirely on the right stick, just like NBA Live 10, are quicklyinterrupted when you change direction with the left. It didn't take much to getthe hesitation-and-go move for Westbrook properly timed.
所以帕金斯的脚步会很沉重, 而詹姆斯的脚步会比较灵活, 两人的反应速度和急停时的延迟距离也会有所不同. 我感觉在直播角度打比赛的时候, 这些属性很有用. 比如当你用一些规模比较大的球员是, 运球动作很容易被打断, 但是使用一个类似于威斯布鲁克之类的球员, 并且掌握好适当的时机,运球动作将会很流畅.
The broadcast is more than ESPN's logo; the network's cameralocations and replay angles are used, too.The game's visualpresentation already shows refined detail and strong polish, even with morework to be done. NBA Live 13 will incorporate ESPN's broadcast packageand thus lean heavily on motifs familiar to televised basketball. Each arenawill, in consultation with ESPN producers, be "filmed" from thespecific camera locations the network uses in them. This goes for pre-game andtimeout cinematics. I was happy to see the traditional tight close-up of aplayer squaring up for a free throw on the opposing team. Replays will comefrom these angles.
游戏的介绍也受到了很大改变. NBA Live 13会更加贴近ESPN转播时的介绍模式.每个球场的镜头位置都和ESPN镜头位置相同.在比赛前和暂停中也添加了新的动画.我很高兴看到了当对方球员罚球时,镜头会拉近的画面.精彩进球的重播也会使用这些镜头.
The true-to-life cameraangles mean the main broadcast view will be slightly different in each arena.It's steeper and shows less of the crowd in Oklahoma City than it does inMiami. But you may still play with a top-to-bottom baseline angle that someseasoned ballers prefer. (There will also be an alternate camera angle, which Ididn't see, that is an homage to NBA Live from the 1990s). Additionally,some, but not all, of the arenas were scanned using the same technology thatimaged Augusta National for Tiger Woods PGA Tour. The result are moredistinctive arena interiors, particularly in Orlando and Miami (imaged becausethey're near the Florida studio building the game).
因为球场的镜头都是按ESPN的镜头来设置的,所以每个球场转播时的镜头也会有一些差别,在雷霆主场的镜头会更加的陡,能看到的观众也比热火主场的少一些.当然你也可以选择一些垂直镜头.( 据说还有一个1990年NBALive时期的镜头角度可以选择,不过我没看到)还有,有的球场使用了AugustaNational为TigerWoods PGA Tour中录制草地的技术, 球场周围会更加逼真, 尤其是魔术主场和热火主场(因为这些主场离弗罗里达工作室比较进)
Lighting also changes fromvenue to venue, and even among teams who play in the same arena. The LosAngeles Lakers darken the seating to highlight the court, and the stars playingon it, or sitting by it. The Clippers, in the same building, light up the seatsmore. NBA Live 13 will reflect that. The crowd, something a lot ofsports video games seem to skimp on, was very well done, with varied patrons(including some for the opposition) in decent resolution. I was told someatmospheric sound effects—crowd noise, sneaker squeak, player chatter— comefrom ESPN audio.
每个球场的灯光也会变化, 即使是同一个主场,不同的球队也会造成灯光的改变.LA湖人队主场时,观众席的灯关会调暗来突出球场.而快船队主场时,虽然在同一个球场,观众席的灯光则不会像湖人队一样调的很暗.NBA Live 13也会真实地把这个反应出来,很多游戏中观众席做的都很粗糙,不过我感觉Live13的观众席作的很不错,在高分辨率的情况下,还能看到赞助商之类的.有人告诉我说很多球场声音—包括观众呐喊,球鞋的吱吱声,球员之间的交流都是从ESPN工作室来的.
Players are large andrecognizable in their modeling though some texture work still needs to be done.They've done a good job with Dwyane Wade's baby face and Tyson Chandler's beardhas the appropriate level of mange. Players also can be picked out by how theyact. A pet peeve I have when playing with an unfamiliar team is when I'verebounded the ball, the team's in transition, and I can't spot the point guardwho should bring it up, especially if it's a taller guard. But I couldrecognize Westbrook on sight for the outlet pass, without looking for hisuniform number or name in the player call-out.
球员很容易识别, 不过有些结构还需要改进.我觉得韦德的脸部和泰森-钱德勒的胡子做的都很不错.如果我用一个不太熟悉的球队打游戏的时候,比如我抓到篮板,打算快攻,但是我分不清哪个是我方的PG,尤其是当PG比较高的时候.但是如果我用雷霆的话,我只需要看到威斯布鲁克的脸就能认出来是他,完全不需要去找球员的号码或者使用图标传球.
These sorts of things canbe found in NBA 2K, too, and, I don't mean to suggest the same featuresin Live constitute some kind of a revolution, just because it hasn'tpublished a game since 2009. That's not what NBA Live 13 is seeking toaccomplish. In fact, the failed revolution of NBA Elite is what sent theseries on a two-year journey into the wilderness.
这些东西NBA 2K中也有,我也不是说NBALive做出了很大的改革,光因为Live系列从2009年就再没出过并不带表会有很大的改变,NBA Live 13的重点也不是改革.实际上,就是因为NBAElite系列的失败才导致这游戏花了2年才出现.
NBA Live 13must reestablish itself as a fundamentally solid game that plays tostate-of-the-art expectations. What EA Sports is taking to E3, and what I sawyesterday, show that it's on that trajectory.
NBA Live 13必须把Live系列恢复到之前的地位,一个能满足玩家需求,很可靠的篮球游戏.从我昨天看到的,和EA将在E3上展示的来看,NBA Live已经走向正轨.
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