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FIFA Soccer 11 Preview (Xbox 360)
Back at E3, I got some very early hands-on timewith FIFA 11. I was more impressed by the graphical improvements than the on-field improvements at E3 because the game was still pretty raw, and some aspects of the demo were not even working properly yet -- for one you could not shield the ball in the E3 build. But at a recent EA event in New York, I played a build of the game that was about 75 percent completed and left more of a gameplay mark on me this time around.
在E3上,我近距离的接触并试玩了FIFA11。在E3上,图像上的进步比足球赛的改进更吸引我,因为游戏依然那啥,而且DEMO中的一些系统没有完全发挥作用——比方说在E3的版本里你不能护球(我晕)。不过在近期纽约的展示上,我玩到了大约75%完成度的版本,这一次关于游戏操作我有了更多的感受。
Personality+
If you have not yet heard about Personality+, I can sum it up with two keywords: ratings and tendencies. If your player is highly rated shooter, he'll be good at shooting the ball. And if the AI is using that same player, the AI version of that guy will tend to take a rip at net rather than pass. I did not feel many differences between the players at E3, but at this event the differences were a bit more noticeable. For example, strong defenders clearly had wider tackling areas than weaker defenders, and players on the wing who were good at crossing clearly had different trajectories on their balls than lesser talents.
如果你还没有听说过P+,那我告诉你两个关键词:分类(ratings)和倾向性(tendencies)。如果你操纵的是一个高水平的射手,那么他就非常擅长射门得分(废话)。如果AI也控制同一个球员,他会去时刻准备攻击球门而不是传球。和E3相比我没有感觉到很多不同,但是这一次这些改变要更显著一些。比方说,那些强力的防守球员的铲抢范围比弱一些的球员要更大,擅长传中的高水平边路球员,他的传球划过的轨迹和普通球员不一样。
The bigger defenders were also better able to utilize the improved jostling system, which now seems to be working at every angle. In other words, the jostling now seems to equate to 360 degrees of pushing, shoving and rage. While fighting for a loose ball or trying to wedge someone off a ball, the added amount of freedom 360 degrees of jostling affords was immediately felt.
身材高大的防守队员会更好的利用改进过的冲撞系统,这个系统现在无论从哪个角度都有作用。也就是说,现在的身体接触也实现了360°的推、挤和撞。在追球或者无球争夺的时候,可以感觉到这种自由的360°冲撞系统会进一步体现他的价值。
I still am not comfortable saying how different passing and shooting are for players of different skill levels, if only because I still have not taken many shots and passing is the most important part of the game. I am not going to say that passing is CLEARLY different based on the skill of the player after two short demo sessions. However, "Pro Passing" is another feature being touted this year by the development team. Basically, it combines your skill level on the sticks with the game situation and skill of the actual player. I don't really have much more to add on the passing front, but it seems like, at the very least, the development team realizes how important it is to nail the passing portion of this whole Personality+ addition.
我仍然不是很想就不同能力球员间传球和射门能力的区别发表看法,因为作为游戏中最重要的部分,我还没有大量尝试射门和传球配合。我不会在两次简单的试玩以后就说不同水平的球员在传球上多么大的区别。不过,PP系统是强队的另一个重要特性。基本上,它同时取决于你用摇杆操纵比赛的能力,和你控制的球员的能力。关于传球我确实再没有什么可说的了,但是至少看上去,开发组很明白地反映出这个系统的加入对传球的控制有多么重要。
All that being said, the singular thing that will cause issues for Personality+ is a soccer problem more than a video game problem. I follow soccer pretty closely, but even I don't know a majority of the players in the game. So with so many players and teams in the game, how will gamers get the best out of their team each game? Yes, I will want to get the ball to my midfielder with strong dribbling/possession ratings when the ball is bouncing around and I need someone to settle the game down. But, if I'm just playing a random game with a buddy, how will I know which player that is during a particular game?
关于P+系统,每一样引发讨论的东西都是足球模拟方面的问题,而不是游戏影音方面的问题。尽管游戏中很多球员我都不认识,但是我觉得我很足球的距离很近。游戏中有许许多多的球员和队伍,玩者如何把每场比赛的精华都提炼出来呢?没错,当球滚动的时候我想要中场通过高超的盘带或者用身体护球掌握控球权,我还想有人能决定一场比赛的胜负。但是,如果我只是和一个伙计打了一场随机队伍的比赛,我怎么能了解一场比赛中哪个球员与众不同?
I have seen a template for the "badges" in the game (not sure if "badges is an official name or not), and basically the badges give you a visual reassurance that a certain player is really good at a particular skill. However, I have only seen these badges after digging through a player's info before the game begins. In no way are these badges visually represented on the pitch. Now, many people had an issue with the "weapon" icons showing up under players in Madden (me included), so I'm not suggesting the FIFA squad go that route, but it is going to be very diffi*** to know what each team is capable of during a particular game unless you are already familiar with that team. And for a series that is always trying to broaden its fan base, that seems to be an issue that lacks a perfect solution at this time.
我看到了一个游戏中“徽记”的样子(不知道“徽记”是不是官方名称),简单来说,这些徽记让你确信那些特定的球员有他们最擅长的技术。但是,我只是在比赛开始前从一个球员的信息中看到。我无法直观的从比赛中看出这些徽记的效用。现在,很多人对于XXX中显示在球员下方的“武器”图标有意见,包括我在内(不明白这句话想说什么),我并不建议FIFA团队走这条路,但是如果你并不了解一支球队,它可以让你勉强知道一个球队在比赛中有什么样的能力。这一系列的东西都是为了扩大游戏的受众面,目前看来这似乎引起了一些争议,还没有一个完美的解决方法。
Gameplay Bits
The pace of the game felt slowed down from World Cup 2010 and FIFA 10. I feel like World Cup is a very counterattack-heavy game, but I came away feeling like FIFA 11 was more about the build up. A reason why the game felt this way was because I was not able to simply counter and thread a through ball to my lone striker going up against four defenders -- something that still happens too often in World Cup. So it seems like the development team's focus on improving the back line's positioning and lines may be paying off so far. And with less counterattacks going on at every turn, there was more of a focus on midfield and possession play since I was trying to find the seams and build up towards a potential scoring chance.
和WC2010和FIFA10比,游戏节奏慢下来了。我感觉WC是一款非常注重反击的游戏,但是我觉得FIFA11更注重逐层的推进。产生这种感觉是因为我不能简单的在反击中用直塞球穿透四名后卫,找到我的单前锋——这种是在WC中经常出现。看来开发小组把重点放在了改善防线球员的站位上,目前来看收到了成效。由于反击成功率的降低,我把更多的焦点放在了通过中场和控球来推进,寻找有效的射门机会。
The dribbling also feels noticeably different this year. How different players dribble the ball is one of the easiest things to visually notice because of Personality+. For example, better dribblers keep the ball closer to their feet than poor ones. In addition, they more easily pull off skill moves. But this dribbling difference seems to have to do more with the controls than the ratings/tendencies. It seems like you can now really finesse the ball and move it from the inside to the outside of the player's foot. It could just be in my head, but I do think there is some new stuff going on here.
今年盘带也有显著的改变。由于P+的存在,球员之间盘带的差异得以很清晰的看出来。举个例子,在盘带好手脚下,球和脚的距离更近。另外,他们更容易做出各种动作。但是这种盘带似乎比冲撞系统的变化还要多。好像你现在还可以把球从球员的脚内侧拨到脚外侧(我估计就是指用内外脚背带球)。这只是我的想法,不过我确实觉得以后应该还有新的东西会放出来。
Beyond just making AI player tendencies more noticeable this year, the development team has also said that the AI will do human moves now. For the newcomers out there, you just need to know that the AI really did not try to do many dribbling moves in the past. The FIFA representative I spoke to said the development team has tweaked the AI so it will do dribbling moves and act more like a human with the ball rather than just pass or cross to move the ball into scoring position each time.
今年,不仅仅是AI球员在身体接触上更直观,制作组还表示AI球员会像真实球员那样做动作。对于新手,我表示你只需要知道在以前的版本中AI球员很少尝试大量的盘带过人的。FIFA的代表表示说,制作组已经调整了AI,现在他们会更多的利用带球和各种动作,就像真实的球员控球时那样,而不是每次都是用来来回回的传球和传中把球送到射门的位置。
Manager Mode Is Dead, All Hail Be A Manager Pro Mode...Wait What?
This is all pretty early info, but my understanding is that Captain Your Country/Be A Pro/whatever the mode is called these days has been combined with Manager mode to create one unified Career mode this year. So if you want to play Be A Pro or Manager mode, you will go into the same Career mode. This does not mean you have to do both things at once, but rather you can do the Manager mode-style things from the start, or you can play out your career as an individual before retiring and moving into the "manager" role. The Career mode runs for 15 years.
这是一个很老的消息了,不过我的理解是,今年,Captain Your Country、Be A Pro不管他们叫什么名字,都会被整合进经理模式,从而创造出一个统一的职业生涯模式。所以不论你是想玩一球成名还是经理模式,你都要进入职业生涯模式。这不不意味着你要在整个模式中事事亲力亲为,而是你可以一开始按照经理模式的内容去玩,然后你可以作为一个个体继续演绎你的职业生涯,就好像一个真正的经理角色。职业生涯模式可以持续15年。
The bottom line seems to be that the Manager mode you knew before is dead. The FIFA development team is starting over in an effort to improve the mode in the long run. The reasoning for this choice seems to tie back into the last-gen consoles. The Manager mode in FIFA 10 was hard to develop any further, at least partly because the mode was still working off PS2/Xbox code. So rather than continue down the path any longer, the developers canned the code and are starting fresh.
This means there will be an all-new heads-up display (HUD) in the mode, which should help with navigation. This also means the old (terrible) simulation engine has been scrapped and is being rebuilt. The hope is that this will lead to more realistic final standings, transfers, stats, etc. Basically, the developers seem to want Chelsea to finish at the top of table rather than Burnley on a more consistent basis.
The FIFA representative I spoke to said no features that were already in Manager mode would be taken out this year. It also seems like this is just year one of the rebuilding process, so not much will be added either in terms of new things to do for those already familiar with the old Manager mode.
Final Thoughts
There is still a lot that we do not know about FIFA 11, and hardcore Manager mode folks out there (I am not in that group) will want to hear more about the changes on that front. Nevertheless, the gameplay changes really started to shine through in this latest build of FIFA 11.
Be on the watch for more info in the coming days, weeks and months before FIFA 11's release.
关于FIFA11我们还有很多不知道,人们希望听到更多的关于经理模式这一核心内容的变化。尽管如此,游戏操作的改变在这个最新版本的FIFA11中已经开始凸显了。
在FIFA11发售前的这些日子里,我们会继续关注更多的消息。
这是最后“Final Thoughts”。最后一段是说一个人知道点什么,大家可以去他的***看
Chase Becotte is the senior editor at Operation Sports. He resides in Philadelphia, and loves to be knee-deep in any video game that is unrelated to football. When he's not gaming, he cheers for the Sixers, Pirates and Flyers. You can follow him on Twitter @ChaseBecotte, on OS as ChaseB, and on XBL and PSN as Slizeezyc.. |
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