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先望梅止渴吧!全面戰(zhàn)爭:幕府將軍2玩家體驗報告

作者:佚名來源:本站整理 發(fā)表時間:2011/1/24 9:18:30 評論(0)

  作者本人幸運的被CA邀請到舊金山的SEGA分公司體驗試玩全面戰(zhàn)爭新作-《全面戰(zhàn)爭:幕府將軍2》,下面我們就來看作者給我們帶來的第一手報道吧!

  第一次翻譯,虛心接受批評指正。(內(nèi)容覺得以前都有公布)

  Well today I went to the community event at Sega America in San Francisco. We were greeted by Kieran Bridgen from CA and Julian Mehlfeld from Sega. They ran us through 2 of the 7 tutorials, namely the basic land battle and the naval battle tutorials. I wish we would have had more time to look at the siege tutorial but alas no. I hope some of the other TWCers who attended had a chance to look at it. These were basic tutorials and their scope wasn’t large enough to highlight any clear AI attributes since there were only 2-3 enemy units at a time. That said I had a blast and this made my desire to pre-order the game even greater after seeing some of the things they are implementing. If they spent as much time on the AI as everything else this should be the best TW game yet. I hope I didn’t miss anything of what I saw so here it goes…

  作者一行參觀了舊金山的世嘉公司。CA的Kieran B和世嘉的Julian M接待了作者。官方演示了兩段(共七段)教學(xué)關(guān)——陸戰(zhàn)和海戰(zhàn)。我想我們會看到攻城戰(zhàn)但是很可惜沒有。只有寄希望于其他玩家了。這只是基本的教學(xué)說明,每次也就2-3個敵方單位所以很難突出AI的特點。在看到他們演示的內(nèi)容后使我產(chǎn)生了更強烈的預(yù)購這款游戲的沖動。如果他們多花點時間在AI設(shè)計上,這也許就是全戰(zhàn)系列中最好的一款游戲了。我希望沒有遺漏我所見到的,那就讓我們開始吧…

  Basic Land Battle Tutorial

  基本陸戰(zhàn)演示

  You start off with a single spear ashigaru unit. The advisor runs you through the usual point and click commands and then has you form a spear square to defend against a cavalry attack. The spears have two special abilities, square and shield wall. Forming the square allows you to handily beat the enemy cavalry unit and they route off the board. From there you gain command of a bow ashigaru unit and must beat back a single attacking samurai block. The bowmen have two special abilities as well, flaming arrows (deals more damage) and whistle arrows (big moral hit) which are on cool down timers. You have to get use to using them at the right moment for greatest effect. As the samurai unit rushes forward they are greeted with some flaming arrow love and eventually are so demoralized that the spear unit breaks them almost instantly. From there you gain command of a cavalry unit and are faced with two attacking bow ashigaru enemies. Send in the cavalry and you can easily break them. The cavalry do have special formation but I didn’t bother using one.

  你開始控制一隊長槍足輕。顧問會指導(dǎo)你一步步進行,點擊指令,組成方陣抵御一隊騎兵的突擊。長矛隊有兩個特殊技能(模式):方陣和盾墻。方陣模式有助于巧妙化解敵方騎兵突擊,勝利后結(jié)束控制。接著系統(tǒng)再給你一隊步弓手用來擊退一隊武士。弓箭手也有兩個特殊技能,火箭(附加傷害)和 響箭(士氣打擊),這些技能都有冷卻時間。你必須在選擇恰當(dāng)?shù)臅r機使用這些技能以求最大效果。敵方武士在劈頭蓋臉的火箭下士氣很快瓦解,剩下的讓長槍足輕頃刻掃滅。接著你會獲得一隊騎兵并對付2隊敵弓手。隨便讓他們上去砍砍就KO了。騎兵有一項特殊陣型,但我懶得沒用。

  Overall my impression is that the commands have remained relatively unchanged, besides the addition of a simpler shift click waypoint command that should help to manage units planning to take advantage of a flanking attack. The layout of the UI and the commands will be very familiar to TW veterans. While we were playing at 70% graphic quality I can safely say that the battlefields and unit details were simply awesome, even at that level, and should be breathtaking on ultra settings. The individual soldier graphics looked spot on. You can see the full bow animation as the bow ashigaru unleashed volleys of death as well as seeing individual soldiers go through elaborate death animations. Also they have found a way to get the physics engine to incorporate persistent arrows. After a few volleys there are arrows sticking out of everything!

  總的來說,給我的印象是沒有大變化,除了加上一個按shift 編輯行軍路線的指令(廣告時間:參考玻璃渣的即時戰(zhàn)略游戲)可以預(yù)先安排行軍計劃來完成側(cè)翼攻擊。UI布局和指令操作非常親和全戰(zhàn)老手。當(dāng)我們打開70%的物理特效時,我敢保證畫面令人嘆為觀止,開到最大那更牛B。單兵特效準(zhǔn)確無誤。你可以看到弓箭從弦上發(fā)射出去直到殺死對方這一系列完整的動畫。他們利用物理引擎,讓殘留箭矢顯得更加真實(有效)。在幾輪弓箭齊射之后,所有東西上都扎滿了箭。

  Naval Battle Tutorial

  海戰(zhàn)演示

  The tutorial starts with a single boat that you must navigate with the usual point and click commands. We are given the task to navigate around a burning enemy ship that has run afoul of some floating explosive mines…that’s right I said mines! From what Kieran said we will be able to use these mines in our battle to defend against enemy ships. That means you’ll have to pay attention to where your ships are at all times. Your next task is to navigate to a friendly ship that has been disabled out at sea. Land plays a big part in sea battles and you’ll have to navigate around these islands or run the risk of running aground. I imagine these variables will demand a bit more strategic thinking then was involved in Empire sea battles. Once arriving at your sister ship you are given command of it and must initiate repairs. This as I imagine was the case with Nap will mean that the boat will be dead in the water till repairs are completed. At this point you are given command of a 3rd larger ship and are attacked by an enemy fleet. Send in the big guy to board one of their ships and you can use the other two to pickoff his smaller vessels with volleys of bow fire. I did notice that the boarding animation seemed a bit odd but Kieran explained the difficulties with getting it to work correctly (work in progress). There is the option of using fire arrows to set the enemy ships alight but I only noticed it on the smaller craft we were given. Overall I was impressed to see that the naval combat will play out a bit differently and I feel boardings and chock points will play a larger part in our strategies.

  演示開始時給一條小早來完成接下來的操作。我們首先被要求航行到一條碰上水雷的已燃燒的敵船附近…沒錯我說的是水雷(肯定不是魚類)!Kieran (就是前面說的CA派來接客的那位)說我們可以用水雷封鎖敵船。這也意味著你必須時刻注意自己的船(自己拉的屎自己最好別踩)。你接下來要行駛到一條在海上失去動力的友方船旁。陸地在海戰(zhàn)中占了很大一塊地兒,你必須繞著那些島跑而且會有擱淺的風(fēng)險。我想這些變化的影響更多的會體現(xiàn)在帝國戰(zhàn)役上的。當(dāng)?shù)竭_姊妹船旁是接到下一步指示:修理!我想在拿戰(zhàn)中一般這樣的船也就完蛋了,不過此一時彼一時,直到把這條船完全修復(fù)。到此時,你會得到第三條更大的船,一條被敵艦隊圍毆的大船。把這大家伙搭上敵方一條船進行接舷戰(zhàn),用另外兩條發(fā)射火箭牽制敵方其他小型船。我注意到接舷戰(zhàn)的動畫有些古怪但Kieran解釋說修復(fù)這個問題比較困難(半成品)。有一個選項可用火箭使敵船起火,但是只有我們的小船有這功能?偟膩碚f,海戰(zhàn)向我們展示了新的東西,我覺得接舷戰(zhàn)和chock points(才疏學(xué)淺,誠信求教意思)在我們的戰(zhàn)略中將扮演更重要的角色。

  Multiplayer

  聯(lián)機模式

  When you sign in you are given a screen with all your avatar/army options. From here you can choose a name and change the icon and colors of your uniform. These will carryover to the appearance of your army in battle. There are 3 layers of color to choose and each uses the usual multispectral color wheel used in many other games. (ie. Similar to Dawn of War army creation) You can also equip your general with special armor if you have any and it looked like you could mix and match various armor pieces such as helmet, greaves, breastplate etc. Once these selections are sorted you can choose retainers for your general. These give bonuses such as +2 to bow accuracy, +1 to melee defense for spearmen as a few examples. There looked to be a good sized list of retainers but you can only have a max of 5, with no repeats, once you have level up some. Next is the option to customize your forces. We only had the basic units to choose from but as you progress you will unlock other unit types, once you capture their corresponding region on the multiplayer map. Six of us played in a 3x3 match. Our armies were arrayed side by side in a line with the enemy arranged equally on the otherside of the map. Staggered along the middle line were small buildings or shrines that were capture points. Gaining them gives your army some bonuses such as additions to melee or shooting abilities etc. I believe there were 5 in total that you could capture and they were fairly distributed so everyone got a chance to cap a few. The first battle played out well for my side with the loss of only two units in my army. I sent in two units of light cavalry against a single swordman block and they were ground into the dirt with my horses flying from the field. I did get the feeling that the basic units were very rock, paper, scissors since in that same battle my remaining one unit of light cavalry ran down 4-5 units of bowmen rather handily. It seems everything has its counter and the more elite units are there to add some spice to your plans. After the battle one of my spear ashiogaru were promoted to veteran status. Kieran stated that as you level up you are allowed more veteran unit slots to use. As these units get depleted or routed they will be unavailable until you play some battles without them so they will have time to “heal”. This opens up a clear route for advancement without creating unstoppable armies of veterans. The second game didn”t go my way so I’ll forgo the telling of it, but overall it was great fun and I wish I had more time to play.

  登陸后進入頭像/部隊選擇界面。你可以選擇名字、你的家徽和軍服顏色。這些在戰(zhàn)斗中都能從你的部隊身上體現(xiàn)出來。每種顏色有三個層次可以選擇且每種都有多光譜的色輪,這些已在其他游戲上出現(xiàn)過(類似“戰(zhàn)錘”系列的軍隊創(chuàng)建系統(tǒng))。你也可以給你的將軍裝飾上你有的(估計是買的)特殊護甲,也就是說你可以將護甲不同部位諸如:頭盔、護脛、胸甲等組合搭配。一旦這些確定,你就可以給你的將軍選擇侍從(小姓,^0^)了。獎勵如+2弓箭命中、矛兵+1近戰(zhàn)防御等。有數(shù)量可觀的侍從供你選擇,不過最多選五個且不能重復(fù)。接下來是選擇部隊。開始你只能選最基本的幾種,隨著你在聯(lián)機地圖中占領(lǐng)某地區(qū),對應(yīng)的部隊將解鎖可用。3vs3地圖最多帶6隊人。我們的隊型將與對手面對面的在戰(zhàn)場上展開(老樣子)。中線上的小建筑或者神龕是可奪取的關(guān)鍵點。會給予近戰(zhàn)或遠程獎勵。最多有5個這樣的爭奪點且均勻的分配在地圖上,每個人都有機會奪取幾個。第一場戰(zhàn)斗我只損失了兩只部隊就贏了。我派兩隊輕騎對付一隊輕劍士,對方在我騎兵的沖擊下很快傷亡殆盡。我發(fā)覺這些單位都是遵循“石頭、剪刀、布”的相克原理,同一場戰(zhàn)斗一隊輕騎兵可以輕易碾碎4-5對輕劍士。也就是說每種單位都有自己的用處而高級兵種對你的計劃會帶來更多樂趣。一場戰(zhàn)斗結(jié)束我的一隊長矛足輕晉升老兵級。Kieran解釋說就像人物的升級一樣,你也可以升級更多的單位。這些單位也會減員或者潰敗,你需要花幾場對戰(zhàn)的時間來讓他們休整到滿編。這樣的升級路線無疑限制了高經(jīng)驗單位連續(xù)升級的可能。第二場我沒上就不介紹了,但總的來說很有趣,我希望能再多玩幾次。

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