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发表于 2007-5-8 17:02 · 江苏
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与前一篇欧州试玩内容很像,因为是同一篇,可是它有几段漏翻,有兴趣的在来看看吧!!
图文版本
Forza Motorsport 2 AU Hands-on
The Look, The Sound, The Feel
他的画面,他的音效,他的快感,都在这里一一呈现给你
Australia, May 4, 2007 - We had originally planned to do a Forza 2 head to head between the US and Australia today, but Hilary realised how poor it would look if an Australian thrashed him, and made up some excuse about having to see Spider-Man 3 instead. His time will come. In the meantime, we're going to focus our initial impressions on the three things that have really grabbed our attention in the day that we've had the game; the Graphics, Handling and Sound Effects.
我们今天将会按照原订的计划,办一场美国跟澳大利亚的极限竞速二竞赛,但是Hilary 很明白如果澳大利亚的队伍把他打的很惨的话,会有多难看,所以他就想了个藉口,如果输的话就假装今天是要去看蜘蛛人三的游戏。很快的,轮到他该上场了。在比赛过程中,我们会将焦点放在三项重点上:画面,操控性,以及音效。
Graphics
We've seen just as many screens and videos of the game in action as you guys, but they didn't prepare us for the way Forza 2 looks when hitting three hundred kilometres an hour through New York's Times Square. The most in-your-face, retina-stretching effect is the game's frame rate. Locked at a super smooth 60fps, it's made the IGN AU editors firm believers in the importance of 60 over 30. We'd always thought 30fps was fine… until we played Forza 2 and were kicked into the back of our chairs by its sensation of speed. Strangely enough, it's also less straining on the eyeballs.
画面
一开始我们看到许多荧幕以及游戏中的动画,但是他们并没有准备让我们看到极限竞速二加速到时速300公里时的画面。最值得争议的是,图像频率是一个令人张口结舌的特色,每秒可达到60张图片的平滑运算,这让IGN的AU编辑们相信每秒60张图片的重要性远胜于每秒30张图片,我们一直以来,都认为每秒30张已经很好了,直到我们玩过极限竞速二,以及我们感受到他的速度感让我们把背都贴在椅子上。非常的不可思议,他也会减少眼球的吃力感。
There's been a trade-off to reach this smoother than thou framerate though - the environments in the game aren't quite as jaw dropping as we'd hoped. Functional is probably a better way to describe them. We've sampled about 8 tracks, and while some of them have a few pretty sections, we haven't seen anything that inspired us to whip out the virtual camera. It's not such a big deal though. Due to the intense handling and fast frame rate, we were usually so focused on the pavement that we didn't have time to take in the scenery.
如果说要我选择的话,我会愿意将丰富的场景换成流畅的游戏过程。游戏背景并没有如果我们预期的丰富,不过这样的配置的确恰到好处。我们玩了八个塞道,其中有许多不错的地方,我们一直没有冲动去打开虚拟摄影机。这并不是一个明智的决定,流畅度还是最重要的,我们光是玩游戏都来不及了,还有时间看旁边的布景?
Unlike the roadside, the inhabitants of the road are a sight to behold. We've spent far too much time pausing our replays to rotate the camera and peek up the skirts of these saucy, turbo-charged ladies. They're smooth in all the right places, with nary a polygonal seam or harsh angle to be seen. They're lit quite nicely too, with an HDR-like glow when in direct sunlight, but they seem a little dark in the shadows. And the reflections in the bodywork just pour over the car's metal curves. It's disturbingly sensual.
与路边的背景比起来,跑道上的跑车可真是吸引人阿。我们花在重播上不少的时间,也不时的暂停游戏来观赏画面。在游戏中的每个过程都非常的流畅,不论哪个角度连一个锯齿都没有。而游戏中的光线也非常的完美,当阳光照射下来的时候,颜色非常的鲜艳,在影子下时,还是会稍微暗一点。而车身外表的反射,就如同真实跑车的金属光泽一样。这实在太棒啦~~~
A big deal has been made about the game's damage modelling. Ramming into concrete barriers and other cars at high speed will result in cracked glass, scratched panels and even pieces detaching from the car. One thing that's missing is real car deformation, ala DiRT, where hitting a wall at 200km/h results in the car looking like a squashed aluminium can. Still, high speed impacts are suitably wince-inducing.
游戏中花了许多功夫在车体损坏模组上。当高速行驶时,撞到护栏会导致车体玻璃裂开,刮花车体,甚至会有零件掉在路上。不过车体的变形部份被忽略掉了,当时速两百撞到墙的结果应该是车子看起来会像是压扁的饮料罐一样。不过,高速撞击的部分依然有做适当的调配。
One very strange omission is a rear view mirror when in the car's bonnet mode. It's there when you switch to bumper mode, but if you want to see the cars behind you, you'll have to drive from invisible car mode. Hopefully it's just a preview quirk.
有一点非常奇怪的事,一个使用车子引擎盖模式的时候会出现一个镜面的反射。这只会出现在当你切换到保险杆模式的时候,但你如果你想看车子在你后方,你必须切换到隐藏车子模式。
希望这只是preview的小问题。
Overall, we're very happy with the way the game looks. The choice to implement a faster frame rate over courses filled with waterfalls and unicorns has worked to the advantage of what the game is all about - the sensation of speed while driving a car only Jay Kay could afford.
总之,我们对这款游戏的画面非常满意。此款游戏选择了高画面数是对的,这点让此款游戏非常成功。
Handling
We'll admit that we've only played this game with a control pad (we're saving the joys of using the wheel until our review). Even with this control method, the handling of the cars is where Forza 2 shows why it could be first to pass the chequered flag in the next-gen car race.
操控性
我们必须坦承,我们只有用摇杆玩此游戏而已(我们将会在review的时候使用方向盘)。不过即使是手把,这也算是次世代赛车游戏中,最好控制的了。
There's more technobabble associated with this game's physics engine than most rocket scientists are comfortable with. For instance, did you know that the physics engine runs separately to the graphics engine, at 360 frames per second? More time was spent working on the tire modelling than it takes to develop many budget games. We wouldn't be surprised to learn that the game forces your 360 to connect to a massive supercomputer in Dubai to calculate fuel usage. All of this has resulted in car handling that can only be described as… glorious. Dare we say perfect? Of course not, because then Forza 3 would have no room for improvement. But it's damn close.
这款游戏用的物理引擎跟火箭推进器科学家用的已经差不多等级了。首先,你可知道在360的每秒图像数这点上,物理引擎与图像引擎是分开的?光是花在制作轮胎模组上的时间就足够开发出许多二流游戏了。就算现在告诉我们,此游戏会让你的360在玩游戏时,连线到杜拜的超级电脑计算可用油流量,我们也觉得没啥好吃惊的了。总之,只有一句话可以形容,就是..."实在是太棒啦"。我们应该说他是完美的了吗?当然不,因为这样的话,极限竞速三就没有改善空间了XD。但是,现在已经天杀的完美了。
HD高画质影片连结:http://xbox360.ign.com/articles/785/785649p1.html
We're big fans of the way the first Forza handled, and the sequel has raised the bar so far above the first game that it's quite scary. It's really quite hard to describe why - but when you play the game you'll notice it too.
当时极限竞速一出来时,我们是他的头号粉丝,不过这款游戏从一代到二代中间的等级提升,真是高到吓死人。这实在很难解释为什么,只能说,当你亲身体验时,你就会明白为何我会这么说了。
It's got something to do with the fine balance necessary when pouring the gas on through a corner, feeling the tires starting to lose their bite on the bitumen. It's about realising that if you turn off stability control, the Porsche Boxster likes to flick its back end around like a dog on heat. It's feeling the subtle stickiness in the curves that your new racing slicks have given your overpowered VW Golf GTI.
当车子在过弯时,轮胎开始把胎纹磨平的感觉,做的非常的真实。这让你了解到如果你过了一个非常棒的弯,宝马 Boxster 就会出现一个非常帅的甩尾。
We've done a little bit of hooning about race tracks in our time, pushing cars past the point where they go where we wanted them to, and the game's physics capture that almost-out-of-control feeling perfectly. And that's exactly where the best drivers reside, on the red line between a personal best lap time and a flaming wreck on the Bergwerk corner of Nurburgring.
我们也花了一点时间去尝试让电脑辅助跑赛道的功能,让车子到我们想要他到的点,而游戏中的动态捕捉系统非常好。而且跑出来的路线,的确是最完美的路线。
And all this is with a control pad. Dear lord, we can't wait to hook up our shiny 360 steering wheel.
虽然我们只有用摇杆玩而已,我...实在等不及我们的360方向盘到来了。
Sounds
We recently watched a video where the devs showed the high tech way in which they replicated the sound of a car crashing. They crashed a car into a brick wall. And bless 'em, their cleverness has resulted in the crunchiest, oomphiest crash sound we've heard in a racer. It's so realistic that we keep flinching every time we hear it - Patch keeps dialling 000 thinking there's been a prang outside.
音效
我们最近看到一个影片内容是关于游戏团队如何去取得车子撞击的声音。他们真的开车去撞墙。愿上帝保佑他们...不过这一切都没白费,我们真的在游戏中可以听到真实的撞击声。你知道有多真实吗? Patch 听到声音后,以为真的出车祸,马上打电话报警了
We're pretty sure the business next door to the IGN AU test room hates our guts right now. They've had to deal with a day full of VROOOOMs, WAAAAHHs and PHWISSSSH (that's a turbo in case you didn't realise) - the engine sounds are so tasty to the ear that we've had no choice but to crank the surround sound system up to eleven. We recently visited a real race track to watch some racing, and something that struck us was the difference in the burble of every car that zoomed past. Well, Forza 2 has managed to replicate this - you'll easily spot the rumble of an American muscle V8 under the whine of a Japanese turbocharged six.
我们可以了解隔壁的IGN AU 测试房间内中的家伙们有多恨我们。他们每天都必须忍受轰轰轰,哇哇哇,叽叽叽的声音(这是引擎加速的声音),引擎的声音实在是棒到我们没话说。我们最近拜访了真实的赛车场,然后看了几场比赛,我们可以说,真的跟真的一样了!!你可以很容易的听到美国强壮的V8引擎声以及日本车的引擎声。
As serious drivers, we know that the sound of squealing tires should be avoided when racing most cars (drifters and muscle cars being the exception). Squealing tires equals lost energy equals slower lap times. Yet the cool screech and whine of the tires losing traction encouraged us to punch the accelerator when we knew we really shouldn't.
经过了一连串的试玩,我们明白一开始就加速轮胎这种行为,在与一堆赛车竞赛时,是应该被避免的。一开始就加速轮胎等于减少了耐磨度,也等于增加了你的换胎时间。经过次的尝试
,我们最后认为,这样的行为是很吃亏的。
The game's music, heard while navigating the menus, are some of the rockingest tunes this side of a funky Kings Cross nightclub. Bloc Party, Junky XL, N.E.R.D., Paul Oakenfold, Ben Benassi - the list goes on, and on, and on. So why can't we play any of these tunes while driving? Sure, we love the engine sounds, but we find it very hard to believe that the devs would force us to turn off the comprehensive selection of songs. Preview code issue? Hopefully.
游戏中的音乐,当你在使用选单时,会出现一些像是夜店的摇滚乐。ㄧ堆出现在列表中的音乐,一大堆,为何我们不能在游戏中把它关掉呢?当然,因为我们实在太热爱引擎的声音,我们相信如果在游戏过程中打开背景音乐,实在是会影响引擎声带给我们的快感。
With a late May (US) and mid June (AU) release, car *** lovers don't have long to wait for this game. From the little time we've spent with it, we're truly expecting big things from Forza 2. And we haven't even delved into the Mariana Trench of depth that is the online portion of the game…
随着发售日的到来,这些赛车迷们开始蠢蠢欲动了。我们非常的期待,极限竞速二即将带给我们的震撼。 |
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