
征服者
Love Nicole Mary Kidman
- 精华
- 0
- 帖子
- 6577
- 威望
- 0 点
- 积分
- 7016 点
- 种子
- 132 点
- 注册时间
- 2008-9-16
- 最后登录
- 2025-2-22
|
发表于 2009-9-11 11:24 · 上海
|
显示全部楼层
Likes:
1) Almost like the 360 degree control but it sometimes feels a bit fidgety (it's the best word I can think of to describe it).
2) Shooting is much better.
3) Interaction when jossling for a ball is great. My only worry about this is whether the AI players will be more adept at "building momentum" than the AI controlled players on your own team, in the same way as they can with beating the offside rule. I think this could be down to the AI players on your team reacting to "you", whereas the CPU players react to the situation as a whole, meaning they can adapt better/quicker.
Dislikes:
1) Graphical inconsistency and lack of fluidity. Animations seem more fractured compared to last year, the interpolation between sequences doesn't seem as smooth. Framerate seems compromised too. (Could be demo specific) Having downloaded PS3 and 360 demos, the PS3 seems to run smoother, but at the expense of clarity, is the PS3 upscaled from a lower resolution? Lighting also seems slightly better on the PS3 version for some reason.
2) Players disappear or jump to a position before the screen goes blank, when it goes to a "ball out of play" scene. Not critical, more of a "polish" thing than anything.
3) Interruption screens. Panning stadium before substitutions (I really hate that shot!), player over the ball before free kicks etc... We must surely be at a stage in technology where this doesn't need to happen... or is this the rarely mentioned "continuous play" feature that we are yet to see?
4) The goalkeeper reacting to a ball that has rebounded back into play as though it has never gone out of play, which can result in him diving on the ball. Once the ball crosses the goal line, all players should act as though the ball is actually a dead ball.
5) Depth of field effect. I think sometimes, people get confused with what actually controls DOF. This has clearly happened here as we have an effect that is completely out of place.
Final Thoughts:
I have to confess to being a bit "on the fence" with the demo. The obvious improvements seem to have come with an equally obvious compromise in graphical fluidity and consistency. The lighting and camera issues seem like they have come from someone saying "this will look cool!" instead of saying "this is how it really looks". And as a game artist/programmer/designer and hobbyist photographer, it's the kind of thing I can't help but notice.
Something I find myself thinking about when I play is "fake" first touch control. It would be nice to fake the first touch, a bit like a bodyweight shift, but you would then shift the weight back to actually take the first touch. Much in the sense of "dropping the shoulder" to fake a cross.
I'll play it some more and hopefully, provide more feedback. If it's tidied up to an acceptable level, then I will definitely buy this, if not, then maybe I'll buy it used. |
|