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http://xbox360.ign.com/articles/785/785924p1.html
譯者:meou(源自巴哈姆特討論區)
New Lost Odyssey Details
It's closer to being complete than you might think.
失落的奧德賽新情報
遊戲比你想像中的還接近完成
by Erik Brudvig
May 4, 2007 - Mistwalker's first Xbox 360 RPG hasn't even hit American shores yet, but interest for its second effort, Lost Odyssey, is starting to swell across the seas in Japan. A recent issue of Famitsu had an update on the status of Mistwalker's upcoming RPG provided by Hironobu Sakaguchi himself. A Microsoft representative confirmed to IGN that the game is now 70% complete and provided us with a translated transcription of the article.
Mistwalker的首款 Xbox 360 RPG尚未登陸美國,
但有趣的是他們的第二款RPG,失落的奧德賽,正已經準備從日本渡海而來.
再過去法米通的文章裡,已經更新了許多坂口博信提出的RPG消息.
微軟的代表已經跟IGN確認這款遊戲(失落的奧德賽)的進度現在已經到達了70%
也提供了我們轉載這篇消息的許可
According to the Famitsu article, Sakaguchi commented that the overarching theme in Lost Odyssey is "humanity" and the music is being composed to reflect inner emotions. The music director Nobuo Uematsu is nearly done with the music and it will be a big change in style from Mistwalker's first Xbox 360 RPG, Blue Dragon.
根據法米通的文章,坂口解釋在支配著失落的奧德賽一切的主題是"人性"
還有為了反映出內心感情而做的樂曲.
音樂的監製植松伸夫,完成了Mistwalker 的Xbox 360 第一款RPG藍龍的配樂,
在音樂的風格上對他是個很大的改變
He also went on to say that the latest build of Lost Odyssey is far enough along that the team has gone into the balancing and tuning portion of development. The load times are being reduced so that they are becoming less noticeable as well.
他繼續說到失落的奧德賽最新的版本已經足夠讓小組人員進入平衡度的調整階段.
讀取時間將會減少到幾乎注意不到.
Sakaguchi also confirmed in the article that Lost Odyssey will have a fixed camera system, though it will move to provide realism through "camera vibration and focus effects."
坂口在文章中也確認視角系統也會修正,
儘管這樣的變動是為了提供"視角振動跟焦點影響"的真實性
Perhaps the most interesting part of Sakaguchi's comments centered on the battle system. According to the article, Lost Odyssey will employ a wall system which will require players to ensure that the front guards protect the rear. Enemies will use these formations as well and Mistwalker plans to add an "analog trigger system for physical attacks" to breech the walls.
也許大多人對於坂口談話的內容中最感興趣的也是核心的戰鬥系統.
根據文章中的說明,失落的奧德賽將會使用 wall system (不會翻..大家都知道意思)
這需要玩家去確保前面的人可以保護後方的人.
In an in-depth Q&A session at the end of the article, Sakaguchi explained that magical attacks in Lost Odyssey are much more powerful than physical attacks, so sorcerers will have to be protected with the front line while they do their thing. He went on to hint that acquired skills will be needed to equip accessories and that the obtainable skills will vary between mortals and immortals in the game. He then told readers that item synthesis will work through combining items infused with magical power along with a basic weapon.
在文章的最後部份有更深入的問答,
坂口解釋在失落的奧德賽中魔法攻擊比起物理攻擊來的強大.
所以法術師在詠唱時將要讓前列的人來保護.
他繼續暗示到想要習得的技能需要被裝在配件上(聽起來真熟悉..)
而且能夠學到的技能會在死者與不死人之間產生變化.
他接著告訴讀者,
能藉由合成出來的道具注入普通的武器,使之產生麼產生魔法的變化.
Sakaguchi finished his comments by saying that the team is working "full-power" on Lost Odyssey, so expect new details to surface
坂口在他的結束談論時說到,
開發小組正用著"火力全開的"狀態開發失落的奧德賽
所以,期待到時會有更多的新消息浮上檯面.. |
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