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发表于 2013-6-7 23:44 · 内蒙古
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显示全部楼层
本帖最后由 yaksa9527 于 2013-6-7 23:45 编辑
这位BlackChord兄,我觉得您有一个误区:楼主发主题的意思是三上的才华被高估了。
一个制作人的才华主要体现在游戏质量上,至于销量,那是整个公司高层的问题。你可以说三上不是一个特别有商业头脑的人,也可以说他性格上有缺点,但不能否定他的才华。何况生化出在哪个平台根本就是高层说了算的,最后不也把三上降职了么,要早这么干说不定重制版早大卖了···
关于生化4对TPS的影响,希望您能参考一下维基。我摘了一段,懒得翻了,您自己看吧:Resident Evil 4 is regarded as one of the most influential games of the 2000s decade, due to its influence in redefining the third-person shooter genre[157] by introducing a "reliance on offset camera angles that fail to obscure the action".[158] The over-the-shoulder viewpoint introduced in Resident Evil 4 has now become standard in third-person shooters, including titles ranging from Gears of War to Batman: Arkham Asylum.[157] It has also become a standard "precision aim" feature for action games in general, with examples ranging from Dead Space and Grand Theft Auto to the Ratchet & Clank Future series.[159]
Resident Evil 4 also attempted to redefine the survival horror genre by emphasizing reflexes and precision aiming,[160] thus broadening the gameplay of the series with elements from the wider action game genre.[161] However, this also led some reviewers to suggest that the Resident Evil series had abandoned the survival horror genre,[162][163] by demolishing the genre conventions that it had established.[164] Other major survival horror series followed suit, by developing their combat systems to feature more action, such as Silent Hill Homecoming[162] and the 2008 version of Alone in the Dark.[165] These changes represent an overall trend among console games shifting towards visceral action gameplay.
链接:http://en.wikipedia.org/wiki/Resident_Evil_4
很多游戏杂志都提过生4对TPS这一类型的贡献。我不知道你是干什么的,但我总觉得这些资料总比您可靠一点··· |
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