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[原创] [原创]秋叶原Vanquish试玩会体验报告

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HK-insterstellar169

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发表于 2010-8-26 12:59  ·  江西 | 显示全部楼层
多谢,瞄准敌人会很难吗,这方面玩TPS一直是苦手...............

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发表于 2010-8-26 13:01  ·  广东 | 显示全部楼层
是不是这个店頭体験会?

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发表于 2010-8-26 13:06  ·  广东 | 显示全部楼层
下面是引用thinkhome于2010-08-26 12:59发表的:
多谢,瞄准敌人会很难吗,这方面玩TPS一直是苦手...............
"CASUAL"难度有"AUTO(自动)照准".

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HK-insterstellar169

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发表于 2010-8-26 13:10  ·  江西 | 显示全部楼层
知道有自动瞄准,但个人还是喜欢手动多一些...

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Time Limit

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 楼主| 发表于 2010-8-26 13:12  ·  北京 | 显示全部楼层
上面那张图就是体验会。。。

确实有自动瞄准,试玩活动统一要求选择 "CASUAL" 难度
但我是一路手动打过来的。。。
到最后才知道似乎可以lock on...

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微博@高兴Gskyace

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发表于 2010-8-26 13:27  ·  澳大利亚 | 显示全部楼层
PROGRAMMING THE ENGINE BEHIND VANQUISH
AUGUST 26TH, 2010 BY PLATINUMGAMES

FILED: COMMUNITY, GAMES, PLATINUMGAMES, VANQUISH
Hi. My name is Hideaki Nakata, and I was in charge of Vanquish’s PS3 Engine as well as overall engine tuning. I thought I would write a blog entry to give you some insight into the system programming on Vanquish.
So what is system programming? It is actually hard to explain, but it is best described as the foundation of the game. To use a car analogy, it is the engine behind things… This is why we use the term game engine as well. Looking at it from the top down, the system programming is everything to do with the game that doesn’t involve actual gameplay (everything other than the code running the player/enemies, etc.). But still, a bit hard to explain exactly…
For the engine powering Vanquish, I tried focusing on all-out quantity. Shinji Mikami, the director of Vanquish, made a number of requests. “I want the game to look unlike anything else out there! I want our battlefields to have the overwhelming feeling of a real battle.” I realized the only way we are going to pull this off is with “quantity.” More and more enemies are going to have to keep appearing, more and more bullets are going to have to fill the air, bigger and bigger explosions are going to have to ring out… We would need an engine that could pull that off while still keeping the characters and backgrounds rich in detail.
While the Vanquish engine is based on work done on Bayonetta, it was for that reason that we had a lot of work to do changing things for this project. For instance, we completely rewrote the renderer, implementing a technique known as “deferred rendering.” I think the new renderer turned out quite well.
We also tuned the title so that if you play Vanquish on the PS3 or the Xbox 360 you should notice little to no differences. Even the developers on the Vanquish team have a hard time telling the two versions apart at a glance… So no matter which console you have, you have nothing to worry about!


用一篇白金的博文支援D女神。写的人是负责P3引擎,和总引擎调试的

简单翻译就是

虽然是爸要捏她的引擎改进,但是很多渲染引擎完全改写。

PS3/XBOX360版很少甚至基本没有区别,白金工作室人员也基本难以察觉。
-----------------------
至少现在是这么说,我信D女神!

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发表于 2010-8-26 14:02  ·  美国 | 显示全部楼层
很期待这个游戏啊!

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BIOSHOCK Infinite

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发表于 2010-8-26 15:50  ·  北京 | 显示全部楼层
我是很期待3上的这个新作,如果很不错,日版伺候~~~~!

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PSN:endless611us

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发表于 2010-8-26 17:31  ·  河南 | 显示全部楼层
支持分享~~~~~~~~~~~~

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发表于 2010-8-26 17:33  ·  浙江 | 显示全部楼层
TPS苦手对此表示很无奈= =
会头昏眼花的
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