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[吐血翻译][人物]DOA之父Tomonobu Itagaki(板桓伴信)访谈录

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 楼主| 发表于 2006-11-2 16:16  ·  上海 | 显示全部楼层 |阅读模式
[原文]
Dead or Alive Xtreme 2 (X360)
Itagaki talks beauty, game design, localization and "morphing physics" in his new game.
By Justin Speer | Sept. 13, 2006

In Dead or Alive Xtreme 2, gamers are invited to go on vacation with the shapely cast of the popular fighting game series, Dead or Alive. We recently had the chance to interview the father of the series, Tomonobu Itagaki, and get his thoughts on the game -- and a few interesting side topics.

GameSpy: First off, thanks for the opportunity to interview you.

Tomonobu Itagaki: Oh, of course.

GameSpy: To start off, do you think it's fair to say that the Dead or Alive Xtreme series are games about appreciating beauty?

Itagaki: Yes, of course. We feel that anything that isn't beautiful isn't worth showing. Ninja Gaiden is beautiful as well. In Ninja Gaiden there was actually a pill-bug-looking enemy. You know, I like the enemies that are kind of interesting, demon-looking enemies that have a certain beauty to them. So it took me a long time to build up the resolve to include these strange, pill-bug-looking things, so I had them appear in a location that might be beautiful if looked at in the right light.

GameSpy: So in Dead or Alive Xtreme 2, some elements are very realistic, while others are very stylized. The details, for example, like the planned tan lines and the realistic water, are very realistic. Do you consciously try to keep the game overall from getting too close to realism?

Itagaki: Yeah, I think we're definitely looking for a balance between the real and the beyond real, if you will. Our generation, people of my age, grew up watching a kind of golden age of animation -- hand-drawn animation. So we're trying to bring that taste to the graphics in the game. You can't always just make something that imitates reality. We want it to look handmade, like the hand-drawn animation back then. There's a kind of warmth to it, and you can tell that it's been crafted by somebody. That's what we're going for. Like this view, for instance. (Points to the sky behind him.)This sky is obviously a beautiful, real Hawaiian sky. But I think it would be better if it was more blue. If you're talking about realism I'm sure some people would say, "This is a realistic blue sky and we'll use this." But when it comes to my games I would choose to make it a more deep, navy blue kind of color ... So realism has its uses, but as far as my philosophy goes, I would make the sky even more blue and perhaps make the leaves more green to stand out and give that contrast. And it's great to have a waterfall by the pool (gestures towards the pool), but that's not enough flow. We would need more water rushing out. It's not that there's a problem with reality, it's just that reality doesn't match the vision I have in my head all of the time.

GameSpy: So you don't want to be limited by reality I guess.

Itagaki: Right.

(IGN's Jessica Chobot climbs out of the pool and walks by wearing a bikini.)

Itagaki: Well, she's fine in reality. (Laughs.)

GameSpy: So obviously the game is largely about beautiful women. To you, what makes a woman beautiful?

Itagaki: Hmm. I'd have to say a woman who is beautiful is pure of heart. To be the object of admiration and love by men, I'd say it needs to be someone who's pure of heart. The ninja characters in DOA are very pure of heart, but they're almost so pure that they have trouble dealing with the crazy things going on around them.

GameSpy: Well, there are a lot of different types of characters in Dead or Alive. Maybe Kasumi is the ideal pure-hearted character, and you have others like Tina the crazy American girl. Maybe something for everybody.

Itagaki: Well to clarify, I mean by pure of heart that someone follows what they believe. So I think that all the girls in Dead or Alive are pure of heart in that sense. In the case of Tina, she may be pure of heart, but that doesn't mean she's innocent. So it's fun for me when I'm designing things that she does. Poker in this game is an interesting feature for example. So when I think about how Tina would play poker, I think, "What would she say? What would she do?" It's really fun because I can kind of put myself into her shoes and assume her persona. Kasumi, Tina and Lei Fang have been around from the beginning, so it's easy for me to step into the shoes of these characters. Probably the least pure character would be Christie (an assassin), so when I'm designing her elements I kind of have to create the character within me to do that.

GameSpy: So in this sequel, do you think you'll be able to put more personality like you've been talking about into the characters? Is this a conscious goal?
Itagaki: Yeah, the personalities of the characters will definitely be more visible in a lot of the details in this game. In the previous game we had a concept -- we'll show cute girls at the beach -- and making it, we felt this concept was enough to flesh out the game. But this time we have the concept down, so now we're trying to, within that framework, accentuate the personalities and actions of the characters to portray them as accurately as possible.

GameSpy: That sounds like a smart approach to a sequel.

Itagaki: Well you know, that's only a natural progression when you're doing a game series. In the first game you get your main concepts down, and then you refine them for another game. In the fighting series DOA, the first game introduced counters, danger zones and morphing physics in the characters. In DOA2, all these elements made a huge leap. As for Xtreme 2, I consider this to be kind of like the jump [from] DOA to DOA 2. We have our concept down and now we're refining all the elements. Thinking back though on the past ten years since we've started DOA, I've come up with a lot of things that have kind of shook the industry. I won't count them all off right now, but I wonder what the most shocking thing is that we've done.

GameSpy: I'd guess it would be the deforming physics? Bouncing physics? What kind of physics was it? Undulating physics?

Itagaki: Well with the morphing physics, they've come a long way in the past ten years.

GameSpy: Would you say that DOAX2 is moving forward from Dead or Alive 4? Solely in terms of morphing physics here.

Itagaki: (Laughs.) Up until and including DOA2, I've personally overseen all the tuning and variation on the morphing physics for the female characters. But after DOA2, I've assigned that to other members of the team. On this game, I've once again gone in and tuned everything by hand. So it's kind of as if the series has returned to its roots in that sense.



GameSpy: That's very interesting. I'm sure the players will appreciate the attention to detail. Now, before you mentioned getting inside the character's heads to create their personality. What would you like the player to feel? In one way they're kind of observing and hanging out with the girls, and in another way they're directly controlling and playing as the girls.

Itagaki: There isn't anything I want the player to feel, necessarily. It really depends on the character and the player's feelings toward that character. I feel kind of like each character has something to get across, but for the most part the girls are playing around and doing as they please, so it's up to you to define your own relationship to the game.The DOA characters are very attractive and appealing, so the game makes you feel like you're close to them. But one thing you have to consider is that these characters pretty much do what they want and don't give a lot of attention to the player. As you know, there's never been a time where the characters have looked out into the screen and try to say something to the player. They do what they want, because they're pure.

GameSpy: Girls have been playing games with hot girls in them for a long time. A lot of players, myself included, like to pick a good-looking girl in a fighting game, for example. It's interesting that guys tend to do that.

Itagaki: I think so too. The only time I really used a male character in a fighting game was Lieutenant Guile in Street Fighter II.

GameSpy: Yeah, I'm a Guile player too.

Itagaki: Ah, he's a strong character. But you know, mostly we've been talking about breasts here. Is there anything else you want to know about the game?

GameSpy: As far as the different mini-games, how did you come up with the selection for the new ones? Did you have a brainstorming session? Or think, "What would these girls like to do?"

Itagaki: The members of the design team came up with a whole list of ideas, some which were very fitting and some that worked. I basically had three conditions. First, it had to be something fun and happy; second, the girls had to look like they were having fun while they were doing it; and third, it had to be at least somewhat challenging.

GameSpy: So did the staff do any research? Like butt-battling in the office?
Itagaki: (Laughs.) Of course not! But speaking of butt-battling, I think our game is the most refined and detailed representation of the sport you'll find anywhere.

GameSpy: I can actually tell that games like butt-battle and tug-of-war have some depth, despite being really simple. They're mind games, really, with the feinting and momentum involved.

Itagaki: Yeah. That's probably accurate.

GameSpy: I'm sure you're familiar with the Nintendo Wii. I'm not asking if you're making a Wii game, or will this game come out for Wii, but how do you feel about the control method as it might apply to this kind of game?

Itagaki: You know, an important thing to understand about game design is the fundamental concept that the user provides an input and the game responds. The Team Ninja philosophy is to give you an incredibly lavish output for a relatively small input. So you push a single button and you get something fantastic.

GameSpy: Like the counters in the fighting series for example.

Itagaki: Right. Now with the Wii, the input method itself is much expanded. So it's almost like you're enjoying the input just as much [as the output]. So the problem is that when the input and output get to be of a similar size, then you're doing something huge and only getting the equivalent amount in return. That doesn't really meet with our philosophy on a game like this. It's two different schools of thought, really. I'm sure that the Wii can be fun, when something is designed for that method, where the input itself is the game, so to speak.

GameSpy: That's a very interesting philosophy. So a few smaller questions directly related to the gameplay in DOAX2. You mentioned poker. Are you going to have an expanded casino this time?

Itagaki: Now you'll be able to play poker with the other girls, and do things like betting and raising.

GameSpy: So it's a change from the kind of simple video poker in the first.

Itagaki: Yes. But you've got to remember these are the Dead or Alive girls. You've got the richest woman on earth, a girl who kind of raises without thinking, and an assassin in stuff. You can't expect to have fun and win every time.

GameSpy: Yeah, I'd imagine an assassin would be pretty ruthless. So tell us about the online multiplayer.

Itagaki: The two main games are going to be compatible with Xbox Live online play. There will be four players for the jet skiing, so you'll be able to compete against three other players, and the beach volleyball will be one-on-one.
At the current stage, we're thinking about these two main games. The game is really focused on solo play. It's focused on someone sitting down by themselves and enjoying their vacation with these girls. But in the future, if for some reason people come to us and say, "Hey, I really want to play butt-battle online with my buddies," we may think about implementing that in the future.


GameSpy: Are there any plans for additional content, like downloads?

Itagaki: We're not really planning any kind of additional content above and beyond what's included in the disc. However, we are considering a system where you could maybe get a shortcut to access some of the content on the disc, since there will be so much of it in the first place. But we're currently deciding whether or not to put something like that in the game.

GameSpy: So the social aspect of the game -- making friends and giving girls presents -- is that something you're developing further in the sequel?

Itagaki: We're improving a lot of aspects of the Vacation mode, especially when it comes to presents. We've gotten rid of the trashcans, so you no longer have a situation where you give a girl a present and she unceremoniously throws it away. Instead we're adding something onto the top, where if a girl likes a swimsuit you've given to her so much, she'll actually change into it right in front of you on the spot. That suit will then become their favorite suit, and that girl will always wear it. We've basically removed a lot of the things that might have turned people off, and added more to the high end so everything is moving in a more positive direction.

GameSpy: That sounds like a nice touch. So, a question about the virtual pictorial mode where the player can sit back and admire the girls: How will this work in the final game?

Itagaki: As you saw, we had a "Lucky" symbol in the demo. In order to get the play list, you basically have to complete one character, and collect her swimsuits and items. The scenes will still occur normally during gameplay, but the pictorial mode is really a reward for putting a lot of hours into the game.

GameSpy: So it's something that's not the point of the game, but more like a bonus for dedicated players to enjoy.

Itagaki: Yeah, it's definitely kind of like a bonus feature. So, in the previous game we had about 300 swimsuits, and in the first game, because of the girls throwing suits away, it would have been nearly impossible to get all the swimsuits. This time we're moving in a more positive direction where you're getting more stuff left and right, so I really hope people will go and get all the swimsuits for one girl and be able to admire them.

GameSpy: Some gamers out there would probably just like to get into the virtual pictorial and just ogle the girls all day. Do you think they're missing the point of the game?

Itagaki: No, that's fine. If someone would like to watch the pictorials all day, then more power to them. In order to get to that point where you've gotten all the swimsuits for at least one character, it's probably going to take about 30 hours. If someone's put that much effort into the game, then I say let them do what they want.

GameSpy: About the localization, what can you tell me about the changes being made? Will the characters have English voices, for instance?

Itagaki: The voices are great. We have a guy on our team who's an American, and he's just an incredible game freak who knows the DOA series well. He's spent the last two months working on the voices, starting with casting and then the recording. I'm really happy with the results, and I hope everyone looks forward to it.One of the things I kind of regret about the first game is we only had Japanese voices, and I think some players in the US probably felt left out because they couldn't understand all the voices. For a team like us who really wants to support the Xbox platform, I think it's important that we cater to them. I'm just happy to say that this time players will be able to enjoy the game in their own language, and get in there and feel like they're really spending time with the characters. We're taking a very active approach to getting that done.

GameSpy: That seems like something players would appreciate.

Itagaki: A very important thing about localization is that if you don't do it well and just translate everything directly, then it could be unnatural and won't make a lot of sense. So what we tried to do is instead of directly translating it from Japanese to English, think about how the characters act and what they would say if they were English speakers. That way you're not feeling like it's unnatural, you're feeling exactly what the characters are all about. That's something we've really focused on. So Ayane, for instance. Obviously her voice sounds different; it's a different language and a different person doing the voice. The casting has been done so that it matches the character so well, you'll feel the same thing when you hear the character in both languages. The part of you that's affected is the same. So we hope that people will appreciate that. Tina for instance is going to be great, and I can't wait for people to hear her.

GameSpy: Well, thanks so much, it's been a great interview.

Itagaki: I hope you enjoy the English version.


[翻译]

在<<生或死极限2>>中(Dead or Alive Xtreme 2),玩家将受邀与Dead or Alive,这一知名格斗游戏中身材娇好的美眉们共度假期. 最近我们有幸对生或死游戏系列创始人板桓伴信(Tomonobu Itagaki)进行了一次专访, 话题从游戏本身延伸到很多其他有趣的方面.



GameSpy: 感谢您能接受我们的访问.

板桓伴信: 呵,当然.

GameSpy: 首先, 对于"生或死极限系列游戏的主旨就是关于赏玩美女"的说法, 您本人是否觉得妥当?

板桓伴信: 是的,当然. 我们认为只有漂亮的东西才有被展示出来的必要. 在这点上,Ninja Gaiden(<<忍者龙剑传>>)同样称得上精美.在<<忍者龙剑传>>中,你可以看到一个药丸状虫子一样(译者:pill-bug-looking本人没有打过"忍者",按字面翻了)的敌人. 要知道,我比较倾向于把敌人设定地更加有趣些,即使是那些看上去恶魔外表的敌人也要有它特定的精美之处. 经过生思熟虑之后我还是决定将这些奇怪药丸虫子状的设定加入到游戏中去的, 并让他们在合适的场景中登场 ---- 场景也应当是美丽的.

GameSpy: 所以在生或死极限2中, 有些元素是相当接近于真实的,而其他则是非常的固定风格的. 比如身体上的褐色界线(译者:游泳的人皮肤都给晒得颜色很深,但是有泳衣遮盖的部分还是白的,于是身体上就有了一条"黑白界线")以及逼真的水纹,都非常的真实. 您是有意识地不让该游戏过于接近于现实吗?

板桓伴信: 恩,我们正尝试于真实和虚幻间寻求一个支点. 我们这代人, 是看着动画片成长起来的一代人 ---- 而那些手绘的动画堪称是动画史上的黄金时代. 所以,我们也想将当时的那种感觉带到游戏中来. 你所制作出来的东西未必要总是模仿现实, 相反, 我们就是要让它们看上去有手工制作出来的感觉, 就像当时的那些手绘动画一样.  这有种温馨的感觉, 你甚至能够道出(译者:人设风格)这是出于谁之手的. 而这就是我们所追求的东西,比如此处的风景(板桓伴信指了指身后的天空). 相当漂亮的蓝天, 典型的夏威夷天空. 但如果它能够再蓝一些, 我觉得会更美. 一旦话题转到&#39;现实&#39;之上,我想很多人就会说"这是真正的蓝天,我们将采用这个素材."但对于我的游戏来说, 我更倾向于将它做的更深、更蓝... 现实有现实的好处, 但基于我个人的观念,我还是喜欢将这个天空加工的更蓝,或者通过把树叶渲染地更绿来反称出它(蓝天). 而在泳池边增加一个瀑布就更好了(板桓伴信又指了指泳池),但那还不够又气势. 我们需要更多的水奔流而出. 这不是现不现实的问题,而是说这里的现实
于我脑海中所构思的场景还是有所差异的.


GameSpy: 我想您一定不愿被现实所束缚.

板桓伴信: 是的.

(此时IGN的编辑Jesscia Chobot从泳池上了岸, 身着比基尼走了过去)

板桓伴信: 恩, 以现实的角度出发,她已经很完美了.(大笑)

GameSpy: 无庸置疑, 此次游戏的主题还是围绕着美女而展开的. 对于你来说, 什么才是女性的美丽所在?

板桓伴信: 恩.我觉得拥有纯净心灵的女性才是最美的. 要象成为男***慕的对象,我觉得, 她首先必须是一个心境纯洁的人. 比如<<忍者龙剑传>>和<<生或死>>中的人物,她们是如此的纯洁,以至于在处理身边诸多纷乱情况的时候显得有些不知所措.

GameSpy: <<生或死>>拥有众多不同类型的角色. 或许在这其中, Kasumi(霞)或许就可以称得上是理想的"纯洁心灵"的典型, 还有诸如Tina那个狂野的美国女孩,又或是其中的每一个人.

板桓伴信: 需要澄清一下, 我意识是说, 惟有拥有一颗纯洁的心灵,一个人才能追随并遵循他的信仰前进. 所以在点上, 我认为生或死中所有的女孩都拥有纯净的心. 以Tina为例, 她或许心灵纯洁, 但这并不意味着她是那种天真单纯的人. 这使得我在设计她的剧情时候觉得非常有趣. 此次游戏中的扑克游戏同样如此. 所以每每假设到Tina玩扑克的情景,我都会想,"她会说些什么?她会做些什么?"非常有趣的一点是,因为我可以从她们的角度出发,去推测她们的性格, 霞、Tina和雷芳从一开始便是登场人物,所以对于我来说,从她们的角度出发并不是很困难的事情。 或许心最不纯洁的要算是Christie吧(一名刺客),在设计这个角色的时候,我尽量透过自己内心的角度去塑造她.

GameSpy: 所以在这次的续作中, 你觉得能否成功地将上述的那些性格成功地植入到角色中去? 这是你的初衷吗?

板桓伴信: 是的, 角色的性格可以透过游戏中的情节得到充分的表现. 在先前的游戏中我们已经有了一个想法 ---- 要在沙滩上展示那些可爱的女孩们 ---- 并实现它, 我们深知这个点子能够大大充实这个游戏. 既然已经确定了这个概念, 所以我们决心在这个框架内, 努力地在性格和动作上多下功夫,对角色加以尽可能准确的描绘.

GameSpy: 这个点子听起来相当的聪明.

板桓伴信: 你也知道, 创作一个系列的游戏,是一种自然过程. 起初, 你在首作中确定下主题的概念, 然后再于接下来的作品中对其进行不断的加工和提升. 在生或死的格斗系列中, 首作引入了反击,致命区域及角色的真实物理渲染等概念. 在生或死2中, 这些游戏元素又得到了相当大的提升. 此次对于生或死极限2, 我同样将其视作为又一次的飞跃, 我们已经胸有成竹,并正在对所有的游戏元素进行进一步的提升.回想过去, 在我们开始创作生或死这十年间, 我目睹了许多震撼业界的事迹发生.我不想在此一一细数, 但我觉得或许我们的所作所为才是最令业界震撼的吧.

GameSpy: 你是否是指"可变形物理渲染"?"跳跃物理渲染"?这是种什么样的渲染技术?还是说是"波动物理渲染技术"?(译者:专业术语方面苦手了,字面翻译)

板桓伴信: 伴随着真实感渲染技术, 在过去十年间它们有了质的飞跃.

GameSpy: 你意思是说,<<生或死极限2>>是从<<生或死4>>中借鉴过来的对吗?单从真实感渲染技术的角度出发?

板桓伴信: (笑)包括DOA2及其之前的游戏, 我都是亲自参与到女性角色的真实渲染制作过程中去的. 但自DOA2之后, 我把这个工作分派给了小组的其他同事. 此次游戏(极限2),我又再次亲自返还到了制作的过程去,有点一切都回到最初的感觉.

GameSpy: 的确非常有趣. 肯定许多玩家会注意到这一细节.现在, 在你准备创作角色的性格特征之前, 什么东西是你最想令至每一位玩家能感受的到的?你也知道,一方面玩家对于这些美女们总是浏览忘返,另一方面他们又要直接操控并以女孩角色融入到游戏之中.

板桓伴信: 事实上并无特别需要玩家去体会的地方. 因为,这取决于玩家所使用的角色,以及玩家对该角色所持有的感情. 每一个角色都有她值得深入体会的地方, 但从大的角度来讲, 玩家可以根据自己的意愿来操控她们, 所以说, 对于这款游戏的感觉完全取决于玩家自身的态度.DOA中的角色各各魅力十足,极具吸引力, 所以这款游戏是你无法抗拒的. 但有点你要知道,角色就是角色,它不会真的停下来对着屏幕外的玩家说点什么. 她们我行我素, 因为毕竟她们是单纯的.

GameSpy: 长久以来,女性玩家同样也喜欢使用游戏中热辣的姑娘来进行游戏. 打个比方,许多玩家,包括我在内,都喜欢在格斗游戏中选用漂亮的女性角色.非常有趣的是,对于男性玩家而言,这样的选择是不言而喻的.

板桓伴信: 我也是这么想的. 记得唯一一次我在格斗游戏中选择男性角色的经历,还要追述到<<Street FighterII>>(街头霸王II)中的Guile(古力中尉).

GameSpy: 对的,我也用过他.

板桓伴信: 哈, 他可是个狠角色呢. 但可别跑了题, 关于这款游戏, 你还想了解些什么?


GameSpy: 之前已经有很多不同的迷你小游戏了, 此次你是如何另辟蹊径的?是否经过了很长的构思,或想"这些姑娘们都喜欢作些什么?"

板桓伴信: 事实上设计小组集思广益出了很多新的点子出来, 其中的一些到最后被采纳了进来. 对于此我又三个前提. 一, 新的小游戏必须有趣新颖; 二,女主角们在玩的时候必须看上去十分投入; 最后一点, 新的小游戏必须具备些许的挑战性.

GameSpy: 设计人员都有过研究咯? 比如好像在办公室中进行"撞屁股"的游戏?

板桓伴信: (笑)当然不是! 但说到"撞屁股",可能在这次的极限2中,你可以看到对这个撞屁股游戏最好的诠释.

GameSpy: 我要说诸如"撞屁股"和"拔河"之类的游戏并非看上去来的这么简单. 它们是要动脑的,尤其在引入了假动作和续力的概念之后.

板桓伴信: 对,你说的相当准确.

GameSpy: 我想你对任天堂的Wii应该不会感到陌生. 我无意询问你是否准备为Wii方面设计游戏,或者将此游戏移植过去,只是我比较好奇的是,难道你不觉得Wii的控制手柄很适合极限2这样类型的游戏吗?

板桓伴信: 关于游戏设计方面,很重要的一点便在于"用户输入、游戏响应"这一概念.<<忍者龙剑传>>开发小组的思路就在于,对于玩家细微的输入都能作出非常华丽夸张的反馈. 这就是为什么你只是简单地按键,却会看到很华丽动作的原因了.

GameSpy: 就类似于格斗系列中的反击动作.

板桓伴信: 对.伴随着Wii的诞生, 游戏交互输入的方法本身得到了很大的延伸. 玩家变得开始同样享受起那些动作输入的过程了. 但当输入和输出逐渐趋向于同等大小的动作幅度之时,问题便随之产生, 玩家必需要作出同样(激烈程度)的动作才能得到游戏中相同程度的动作反馈. 很显然,这并不符合我们的制作理念,尤其针对这类游戏而言.

GameSpy: 真是非常有趣的理念. 前段中你提到了扑克,那这次本作中会有扩充的纸牌游戏出现吗?

板桓伴信: 本作中你将能够通其他的女主角们共同进行纸牌游戏, 还能够进行***及加注等选择.

GameSpy: 相对于一开始简单的扑克游戏而言,进步了很多呢.

板桓伴信: 是的,但你要知道她们可是生或死系列的女主角们. 你将面对全世界最富有的女人,或是挥金如土的女孩,又或是一名刺客. 你不可能总是心得意满顺风顺水.

GameSpy: 恩, 能够想象的到一名刺客的无情. 请再给我们透露一些关于在线对战方面的信息吧.
板桓伴信: 两款主要游戏都是对应Xbox Live对战平台的. 水上摩托艇支持4人同事对战, 你要同时面对来自3位玩家的挑战, 而沙滩排球则是一对一的.

现阶段,我们主要考虑这两款主要的游戏. 但毕竟这个游戏更加倾向于独自享受 ---- 我的意思是,独自坐在沙发上,与这些美女们共度时光. 在将来,如果基于某些原因,有人冲过来告诉我们"嘿,我想和我的朋友们一起在网上联机对战&#39;撞屁股&#39;",那么好的,我们会在将来实现这样的要求.

板桓伴信: 我们尚未考虑过任何的追加内容, 所有的一切都在这张光盘里面了. 但是,我们正在考虑架设一个系统,于其中你可以通过捷径直接进入光盘中的某些内容.当前我们正在考虑添加这个系统的可行性.

GameSpy: 关于这款游戏的社交方面 ---- 结识女孩子并向她们赠送礼物 ---- 在本作中你是否对这一方面进行了强化?

板桓伴信: 针对渡假模式,我们添加了许多新的元素进去, 尤其关于礼物方面. 我们已经舍弃了原先的垃圾桶的设定, 所以玩家不再会遇到女孩子将你送她的礼物随手丢进垃圾桶的状况了.除此之外,我们还在上面添加了点东西, 如果说女孩非常喜欢你送她的泳衣的话,她会当场在你面前进行更换. 随后那件泳衣将会成为她的最爱, 你会看到她总是穿着它出场. 总的来说,我们去除了一些令玩家失望的东西,取而代之的是更令人振奋的元素内容.

GameSpy: 听上去相当诱人. 那么,下一个问题是关于图片欣赏模式的,据说玩家可以通过该模式浏览赏玩中意的女孩.该模式在正式版本中会是怎样的?

板桓伴信: 对,这就象是一种奖励. 在先前的游戏中,我们拥有大致300套泳衣,而在首作中,由于女孩子扔泳衣的习惯,这使得收集全套的目的变得遥遥无期. 这次在本作中,我们将游戏引入了一个更积极的方面,玩家可以左右收集更多的东西,而我希望大家能够去为心仪的女孩们去搜罗泳衣,取悦她们.

GameSpy: 有些玩家似乎更热衷于浏览模式,成天只是忙于赏玩其中的美女们. 你觉得这样作是否有违了游戏的初衷?

板桓伴信: 不,我绝对这样作并没有什么不对. 如果有人愿意这么作的话, 那么自然会给他带来动力 ---- 因为这意味着,为了能够激活赏玩模式, 他必须要至少为一个女主角收集齐全部的泳装,这起码要用30个小时的时间. 如果他真的这么作了, 那么我只想说, 这是他应得的 --- 为什么不呢?


GameSpy: 有关于版本方面, 你是否能透露些许内容? 比如此次的角色是否有英语配音?

板桓伴信: 配音是很棒的. 在制作团队中有位美国同事, 他对DOA系列的游戏几乎了如指掌,这点真让人吃惊. 过去的两个月间,他就潜心负责录音方面的事宜. 对于结果我非常满意, 我希望一切都顺利.对于首作的遗憾之一就是只有日文配音, 我想对于美国玩家而言可能会有些晦涩, 因为他们始终无法听懂其中全部的日文发音. 对于我们这样一个全力支持Xbox平台的制作团队来说, 给予该平台充分的支持是十分重要的. 我非常高兴地告诉玩家们,这次他们可以在本作中听到自己的母语了, 理解并融入到游戏中去, 于之中的角色们共渡美好时光. 为达成玩家们的愿望,我们真积极努力着.

GameSpy: 这的确会令玩家们感到欣喜.

板桓伴信: 关于版本方面最重要的一点在于, 如果你只是将原作之中的东西通篇&#39;翻译&#39;过去并敷衍了事而已的话, 那么整个游戏将会显得生涩难懂. 所以我们不仅仅侧重于日文向英文的翻译,而更要设身处地地去假象角色会有怎样的举止言辞----当他们说的是英语的时候. 以这样的方式表现出来,你才不会对角色感到陌生. 这正是我们所关注的地方.以Ayane(绫音)举例来说, 很明显她的配音差别很大; 不同的语言不同的声优. 配音与角色相当的吻合, 你会感觉到即使是语言不同, 但来自角色的内在的情感是毫无差异的. 打动你的部分依然不变, 所以我们希望玩家能够喜欢. 再比如说此次Tina的配音表现将更加出色,我都有些迫不及待地希望展示给玩家听了.

GameSpy: 非常感谢您的合作, 这是一次非常愉快的访问.

板桓伴信: 同样希望你们能够喜欢生或死极限2的英文版.




[水平有限,太多了,这次绝对是数量大于质量了. 如果有转载的话, 请注明出处,尊重他人劳动成果] .

圣骑士

21CN房奴

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发表于 2006-11-2 16:20  ·  广东 | 显示全部楼层
支持原创翻译,顶

不过进来的时候以为是上次那篇搞笑的访谈

悟道者

AAAALaLaLaLaie!!

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发表于 2006-11-2 16:20  ·  美国 | 显示全部楼层
个人翻译帖是要鼓励的 DOAX2是要支持的
PS:我是准备睡觉的   

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发表于 2006-11-2 16:22  ·  日本 | 显示全部楼层
取消了垃圾桶!       

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发表于 2006-11-2 16:22  ·  浙江 | 显示全部楼层
恩.我觉得拥有纯净心灵的女性才是最美的. 要象成为男***慕的对象,我觉得, 她首先必须是一个心境纯洁的人. 比如和中的人物,她们是如此的纯洁,以至于在处理身边诸多纷乱情况的时候显得有些不知所措.

虚伪......

骑士

the one I love loves me

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发表于 2006-11-2 16:25  ·  北京 | 显示全部楼层
拜谢一下楼主!

其实我觉得有些话挺逗的!

挂版VIP

μ’sic Forever

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发表于 2006-11-2 16:26  ·  未知 | 显示全部楼层
原创翻译都要支持,这游戏纯洁么-_-+

悟道者

AAAALaLaLaLaie!!

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发表于 2006-11-2 16:32  ·  美国 | 显示全部楼层
下面是引用lws8891于2006-11-02 16:26发表的:
原创翻译都要支持,这游戏纯洁么-_-+
心中无欲 自然万物皆纯
PS:我最近无求易诀练多了

审判者

DANTE与我同在

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发表于 2006-11-2 16:37  ·  安徽 | 显示全部楼层
板桓伴信: 恩.我觉得拥有纯净心灵的女性才是最美的. 要象成为男***慕的对象,我觉得, 她首先必须是一个心境纯洁的人. 比如和中的人物,她们是如此的纯洁,以至于在处理身边诸多纷乱情况的时候显得有些不知所措.
只能说众男是邪恶的~~~~~   
nds

轮回者

水至清无鱼~人至贱无敌

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发表于 2006-11-2 16:40  ·  浙江 | 显示全部楼层
硫酸脸.

这厮讲纯洁..==
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