【转载】幕府将军2-全面战争的初步印象
本段由charlieshen@黄龙 翻译CA终于决定用10年来的心血重新打造一款幕府,这个系列的起源作....IGN于是深入此骗钱组织,给大家带来了主创人员们天花乱坠般的说辞.....
如同第一作,这次的舞台仍然是16世纪的日本, 每个大名都想得到天皇的承认来统一这片大陆(上京?)。一共8个可选的大名都有不同的起始点,政治和军事特点。有些地处偏远,机会少但是财富多(毛利,岛津?),有些则强敌环伺,需要用独特的武士单位来稳固自己的位置(织田铁炮队, 武田赤备队?)
以背景而言,封建日本是全战的绝好(骗钱)题材,无数的战斗,西方火药带来的政治科技上的快速变化,这个时代的武士提供了一个梦幻与现实交织的时代(有点想到银魂了....).....
新的幕府用了zen approach(不懂,禅师大法?),将更注重于核心而不是一些花哨的点缀。比如说,和帝国拿破仑里数量庞大的兵种不同,幕府2里只会有30-40个基本单位,一般每个大名20多个,每个兵种都有其独到的用处,这样就能更好的关注于战术应用而不是在相似的兵种选择中手足无措(拿战那么多骑兵让我很头大....)。比如说长矛受就是阻挡敌人的利器....当然兵种升级是有的。
帝国是一场全球化的战争,而幕府2不会有这样史诗般的地理和时间跨度,重点是8个大名的战斗。作为补偿,角色和故事方面将会大大强化(太阁立志传?)。在欧陆全战阶段,一些背景叙述出现在了战斗和战役中。而幕府2将直接关注于大名,比如武田信玄和长宗我部元亲(以上乃原文,那基本确定长宗我部家加入了....整一四国农民军领袖阿)。你必须像大名本人一样注意家族中的变节和忠诚,这一方面将如同战场般重要(暗荣化?)。将军越来越重要了,不是因为战前演说回归,而是这次你将有选择升级的余地了(可能是随着升级,可以选择特技,或者选择加哪个属性之类的....越发koei了)。不再是以前随便招募的炮灰了......
英雄单位的加入是一个新创举,他们能在万军中取上将首级(一点都不夸张)....基于一些传说人物如弁慶的光荣事迹(CONAN剧场版有提到此人),他们可以凭一己之力面对整个军队坚守桥梁,或者冲入敌阵KO将军(斯巴达300?常山赵子龙?)。要干翻英雄需要正确的战术,例如下箭雨或者拉上自己的英雄和对面单挑。开发团队也在考虑允许大名采用政治手段拉拢敌方英雄。
城堡有5个建筑等级了, 不同的城堡有山城, 平城和临海之分.
CA也在继续完善战斗种类,重新设计的攻城,埋伏战(桶狭间?),过河战乃至平原大对战(关原?).日本多山丘,玩家需要更多的考量部队的行进和位置.
海战加入确认.那个时期的船只如同浮动城堡,基本上就是弓箭手远处对射,以及接触后的肉搏战.这次船是划桨的,所以风向不是那么重要了.陆地会出现,但是貌似没有登陆战的打算,仅仅是指导玩家的方向>...<(多了块陆地贴图?).不同的船有不同的功能,说白了海战就是剪刀石头布的3D版...
这次的电脑AI根据孙子兵法设计。很明显古代战争的兵法核心就是源于孙子兵法。但更吸引人的是孙子的说法像一个程序员一样(我从来没发现这点)。比如兵力5对1,孙子建议包围敌军;2对1时,就应该直接攻击.....(这的确很程序...老外果然抓不住兵法精髓阿)
CA(单方面)认为此作成败在于整体的艺术设计。所以这次团队更注重于重现日本的地理标志,气候变化来增加战斗的多样性。比如,春天的战斗会在樱花飞舞中进行(浪漫...是需要显卡支持的),冬天的战斗则会白雪皑皑。夜战重新出现了!IGN的这些人渣们目睹了暴风雪下的城堡围攻战(不上图,真人渣)!电闪雷鸣,风雨交加,太厉害了,咱看的脚都抖了....战士们身披蓑衣,背上插旗的熊姿,比以往任何全战都要震撼(从没见过那么猥琐的战士吧)....
战斗动画很牛逼,幕府2的单位有52块骨骼组成,比以前多了25%,动作越来越自然真实。很偶然的,这些动作来自于英国剑道协会和真实的武士道打手...要知道武士们由他们坚韧而轻便的护甲(其实就是锅盖吧),多种武器的熟练掌握(日本刀,野太刀...其实我不懂它们的区别)而闻名。DEMO中演示了大队武士的混战场面,而IGN这些渣们同样也不会把图放上来〉。。这次的单场战斗最多支持56000人,可以看出幕府2的野心阿~~(想要重现关原?实际战斗人数还真差不多)
声音效果更真实了....(以下略,貌似CA这帮人用老古董搞声音)
在现在这个阶段,实在太早来谈的更细了。但是IGN这些人渣们已经很饥渴的想要更多细节了....另外,新的事物官系统将出现,也是剪刀石头布.实际应用尚且不明. 多人游戏也还在规划中。无论如何,IGN这些渣们为了早日玩到新游戏还会不停的跑到CA那边去,争取早点玩到DEMO,顺便写点稿子赚点稿费还不发游戏截图把我们这些玩家给活活馋死......
from http://pc.ign.com/articles/109/1093664p1.html
Ten years later, Creative Assembly returns to the title that started it all.June 2, 2010
It's been one of my basic assumptions here at IGN that there is no such thing as the "perfect" game. No matter how ambitious a designer's ideas might be, they will eventually encounter the limitations imposed by time, money or technology. While the results of working within these limitations can often be sublime, there's not a designer in this industry that hasn't wished for just a little bit more of whatever it would take to make their game better. Some of you might see that way of thinking as a reason to despair but I see it as a fundamental expression of hope and limitless potential for the PC development environment. It is, in my opinion, a fundamental belief for any fan of PC games.
It's also a worthwhile motivation for Creative Assembly to apply ten years of experience and growth to the father of its celebrated strategy series, Shogun: Total War. IGN recently visited Creative Assembly's studio and were able to speak with principal members of the design team about their vision for the new title and its place in the evolution of the franchise.
Like its processor, the new game picks up in 16th century Japan during the aftermath of the Onin War. The battles between rival Shoguns have devastated the country and left the capital of Kyoto in ruins. Competing warlords in control of small pockets of power are each striving to obtain the blessing of the central emperor and legitimize their rule of the entire land. The player takes on the role of one of eight of these warlords, each with a unique starting position and different political and military strengths. Some may be located on remote islands that are rich in resources but far from opportunities. Others might be in the thick of the action immediately and able to use unique samurai units to carve out a more secure portion.
As a setting, feudal Japan satisfies all the Total War requirements. It's a period with lots of competitors who all have an equal chance of coming out on top. It's a period of rapid political and technological change, thanks in no small part to the Dutch and Portuguese bringing gunpowder to the island. Finally, the samurai who dominate this period offer a perfect blend of the best parts of fantasy and reality.
After the excesses of Empire, Shogun 2 is taking a Zen approach. Though the word "accessible" is often code for "plain," in the case of Shogun 2, it's clear that the designers want to maintain a tighter focus on the core elements and not give in to feature creep. The unit roster is a great example of this. Rather than massive roster of units found in Empire, Shogun sticks with just 30-40 basic units (20 or so per faction), each of which has a clear and obvious purpose. This should give the player a chance to focus more on tactics than on the slight variations between similar unit types. If you need to keep an enemy at bay, for instance, you'll know to call on your Ashigaru spearman. To help add a bit of variety, units will upgrade over time.
Feudal Japan is the perfect setting for Total War.
The scale is also different in terms of the presentation of the story. Empire was a game about a global war. Shogun 2 is about eight warring fiefdoms. So if Shogun 2 won't have the epic geographic scale of Empire, it will have to compensate by emphasizing character and story. During its time in Europe (through Medieval, Rome and Empire), Total War has gradually shed some of the narrative that provided context for the battles and campaigns. Shogun 2 will focus directly on the daimyo, or clan leaders, like Takeda Shingun or Chosokabe Motochika. Instead of being the impersonal force guiding the destiny of your faction, you'll actually play as a person who has to negotiate the treacheries and loyalties of family politics, which can sometimes be as deadly a battlefield as any you can find. Your generals will also be more important this time around, not just due to the return of their pre-battle speeches, but also because you can choose which upgrades they get as they develop. It makes it much easier to get attached to them than the sometimes random characters you've recruited in previous Total War games.
One particularly novel development is the introduction of hero units. These are warriors who have perfected a fighting art and can carve their way through enemy armies without much trouble at all. Based on mythologized historical figures like the warrior monk Benkei, hero units are a nearly unstoppable force on the battlefield, capable of holding bridge crossings against entire armies, or smashing through a battle line to engage the enemy general. You can counter heroes with the right tactics, such as filling them full of arrows, or by having your own hero units engage them in duels. The development team may even consider letting players use political manipulation to sway heroes away from each other.
The unique nature of Asian architecture has a profound impact on sieges. The stacked pagoda structures of Japan allow sieges to play out in stages, with attackers and defenders moving from wall to wall and from tower to tower. This gives both sides of a battle more options than simply waiting for a hole to appear in the outer defenses and then just cramming as many men as possible around it. Each castle will have five levels of construction as well, so there's an increasing level of choice and sophistication as you advance. What's even more intriguing is the team's suggestion that castles will have unique qualities based on whether they're built in the mountains, on the plains, or by the sea.
Even with all the new siege mechanics, Creative Assembly is striving to ensure that the game delivers the full range of battle types, from small scale ambushes and river crossings to huge battles in open fields. The hilly nature of Japan means chokepoints abound, so players will have to consider maneuver and position very carefully as they make their way towards objectives.
The game's artists have perfectly captured the style of the period.
The naval battles that were introduced in Empire are also being brought into Shogun 2. Boats during this period were a bit like floating castles, so you can expect to see lots of archers firing at each other from the tops, and lots of melees when enemy ships grapple with each other. The big difference this time around is that the ships are oared, so you won't have to worry about the wind affecting their momentum. If you want a ship to move to a particular spot, you just have to issue the order and it's done. Land will also be present during the naval battles, not as a contestable space, but as a means of orienting players. The ships themselves will have unique roles and levels of aggression, so there's a rock-paper-scissors element to fighting at sea.
The game's AI is being programmed according to Sun Tzu's Art of War. As one of the core foundations for this kind of mix of melee and ranged warfare, Sun Tzu is an obvious starting point, but what was particularly revealing is how much Sun Tzu talks like a programmer. If, for example, you outnumber the enemy more than five-to-one, Sun Tzu recommends an enveloping move. If you outnumber the enemy two-to-one, he prefers a direct engagement.
As intriguing as the mechanics of the game are, Creative Assembly also acknowledge that the overall art design is probably more central to the success of this game than any other in the series. The art team has been inspired by all of the conventional icons of the land and the wide range of seasons and weather will help add variety to the battles. You may, for instance, find yourself fighting in the same province during the spring as cherry blossoms drift by, and then come back for a battle as layers of snow sit on the land in winter. The team is reintroducing nighttime battles to the game, and we saw a spectacular example of a castle assault during a thunderstorm at night. The way the lightning cracked in the distance and lit up the trees and soldiers as rain collected in puddles around them was phenomenal. The ranks of soldiers, all outfitted in distinctive primary colors and sporting battle flags on their backs, looked better than any we've seen in the franchise.
Castle sieges will now have more choice and more variety.
Battle animations are superb. The units in Shogun 2 have a total of 52 different bones, which is a nearly 25% increase over those in previous Total War games. This allows for much more natural and realistic animations, which incidentally, were captured using the British Kendo Association and actual bushido fighters. Samurai were known for their strong, flexible armor and for their mastery of multiple weapons like the katana and nodachi. During our demo, we saw two ranks of katana samurai battling with each other and it looked even better than the thrilling combat in Empire. Add in support for up to 56,000 units in a single battle, and it's clear to see just how ambitious Shogun 2 really is.
To further add to the authenticity, the team is also using all the original weapons on the original materials for the sound effects. They've even gone so far as to record the sounds of the historical footwear of each unit type walking and running on all the types of terrain represented in the game.
At this pre-alpha stage, it's far too early for Creative Assembly to talk more specifically about the game, but we're already hungry for more details. We know that there will be an entirely new agent set in the game, one that uses a rock-paper-scissors mechanic, but we don't know what that means in practice. We've also been told that the team has some ambitious multiplayer ideas, but they're not willing to even hint what those might be. Whatever the case, the first look was more than enough to whet our appetite for more information. You can be sure that IGN will continue to delve into the details of Shogun 2: Total War in the coming months
还是比较喜欢欧洲 换换口味也不错 毕竟幕府1太遥远了 等幕府2出了后~~请高手弄个中国MOD~~搞死小日本~~最好弄个现代兵器的中国MOD~穿越过去~~大炮坦克原子弹~弄死小日本~~ 楼上有想法 SEGA收购了,必然亚洲只可能做日本题材,呵呵。 赞同4楼,好想法 想玩中国的战国游戏
七雄多爽啊
有匈奴 有南蛮各种人才 倭寇小短腿............................ 真想玩 要熬到明年啊.....
话说~一直没玩帝国..还在中二国王呢..火器无爱啊 屠城是不变的既定政策! 总是比较期待全战。 还是冷兵器时代好玩 SY强身 YY强国的宗旨看来真是100年不变哪 最好有银魂MOD 绝对会是款好游戏0 -我这个日本id名会不会在这里被群殴?
回复 18# 上衫宗雪 的帖子
放心我们3DM众是很文明的不围殴0 0直接刨个坑埋了多简单 小日本打仗就那么几千人还用做全战 直接做成无双割草系列就好啦还是快做新版的罗马和中世纪吧 听着越来越符合我的胃口了啊,呵呵 话说sega最近都在做什么丫,干嘛买这家公司真奇怪 难道会变成 天道革新那种百万骑兵大作战的规模= = 太假了 zen approach=禅宗? 咋没有下载地址,可是大家要通过实际出发啊 喜欢冷兵器作战~~~帝国太蛋疼 ~ 有些话,换了就没味道了。比如说:欧洲上空 战云密布。
换成:日本上空 战云密布。 上杉,還軍神%聽日本人吹,日本那時實不我大明的對手說 一群村长有什么期待的么 看起来不错啊~
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