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[资料] 【转帖】Borderlands 2 杂志与翻译

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发表于 2011-9-21 18:06 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 huai9999 于 2011-9-25 13:29 编辑





The end of the first Borderlands brought radical change to the bleak world of Pandora. Four opportunistic vault hunters released the Atlas Corporation's death grip on the dusty planet, slaughtering bandits, beasts, and an entire private military along the way. Their steadfast pursuit of a legendary treasure uncovered a mystical race of aliens, but left them empty-handed. Five years have passed since the secrets of the Eridian vault have unleashed on the world, and a new figure has emerged from the rubble. A man named Handsome Jack has taken credit for the quartet's actions, buying the Hyperion Corporation with the spoils and rising power with his promise to rid Pandora of its seamy underbelly. The only problem? Handsome Jack's definition of seamy includes anyone outside of the protection of his corporate umbrella, including Pandora's civil population and our four forgotten heroes. Now a new crew will take up the cause. With the help of some old friends, they'll take down Pandora's new dictator, save the planet, and pick up a hell of a lot of loot along the way.


WELCOME BACK

For veterans of the first game, the beginnig of Borderlands 2 will be a fitting reunion with the deadly world of Pandora. Thanks to some smart prospecting, Handsome Jack has amassed vast wealth and power. Like any bored dictator, his taste for entertainment has a wicked streak. He likes watching contestants fight to the death in his own personal gladiatorial arena. Players start at the bottom rung of the cruel tournament, working their way towards a familiar goal: a priceless cache of loot.

As the new contestants prove themselves in Handsome Jack's arena, the egomaniac begins to see their success as a threat to his power and popularity. He shows his true colors at the end of the tournament, denying their prize and leaving them for dead in the icy tundra. A familiar voice - Pandora's mysterious Guardian Angel - explains that you must kill Handsome Jack and save the hapless citizens from Hyperion's unrelenting industrialization of the planet. Whether the enigmatic character has ulterior motives is inconsequential, since the only motivation you need is the opportunity to claim Handsome Jack's riches for your own.

Even with an insane new arsenal at your disposal, toppling the dictator isn't going to be as easy as strolling into a ramshackle bandit town and decreasing its population. To have any hope of success, you need the help of all four of the original vault hunters. Five years is a long time on a desperate planet like Pandora, and the team has scattered to new areas of the world. Your first order(aside from making it out of the tundra alive) is to track down the original cast.



无主之地第一部的结尾给暗淡的潘多拉世界带来了翻天覆地的变化,四个机会主义宝藏猎人在这个尘土飞扬的星球上给了Atlas公司致命一击,一路上斩杀强盗、屠戮野兽时不时还敲掉整支私人武装部队。他们孜孜不倦地追逐着传说中的宝藏,还发现了一个外星种族,但是他们却空手而归。宝藏之门开启的事件过去五年之后,废墟世界中冒出了一个大人物。一个叫做Handsome Jack的人则抢了我们四人小队的功劳,他支付了大量赃款买下了Hyperion公司,并且以他日渐壮大的权力向他们承诺要摆脱Pandora“阴暗的软肋”。问题就在于Handsome Jack所谓的“阴暗的”指的是任何不受他的企业保护伞管辖的人,包括Pandora的平民和我们那四位被遗忘的主角。如今新的小队即将成就一番事业。在老朋友们的帮助下,他们将推翻Pandora的新独裁者,拯救世界,还会收集到无比多的装备。

欢迎回来

对于熟悉第一代的老兵们,无主之地2的开始将会是与死亡Pandora令人欣慰的团聚。借助于智能勘探,Handsome Jack已经积累了一大笔财富和权力。就如同其他一切无聊的独裁者一样,他娱乐的口味充满了病态的烙印。他喜欢看参赛者们在他的格斗竞技场中死战。玩家们将从这场残酷比赛的最低级开始,朝着一致的目标前进:无价的装备。

这些新的参赛者在Handsome Jack的竞技场中展示了自己的实力,Handsome Jack这个自大狂认为这几人的成功将对他的权力和声望造成威胁,于是他在比赛结束时露出了真面目,不光不发奖金还把这四个苦逼留在冰冷的苔原上让其自生自灭。此时响起了一个熟悉的声音——又是神秘的“守护天使”(天呐,难道她不是Hyperion的AI?)告诉你你要宰了Handsome Jack并把那些倒霉的居民从Hyperion无情的星球工业化中拯救出来。这位高深莫测的人物究竟有神秘动机对你来说无关紧要,把Handsome Jack的财富据为己有这个动机对你来说已然足够。

就算在你的游戏中有一个疯狂的新军火库,推翻独裁者的行动不会简单到像你挪进一个弱爆了的强盗窝然后给它减少点人口那种程度。为了增加成功的希望,你需要原来的四个宝藏猎人的帮助。在令人绝望的Pandora上五年是一个很长的时间,原来的四人小队已经分散到Pandora的各个角落中去,而你的第一个任务(出了活着走出苔原)就是去寻找我们的原班人马。






This premise provides the opportunity for the developer Gearbox Software to fix one of the biggest criticisms of the first game. "Lots of fans and critics gave us the business on the story," says Gearbox's game design director, Paul Hellquist."When we took a look at what we had done last time,we said, 'We can do way better than that.' So story has been, from the very first day, one of the most important things that we wanted to improve in Borderlands 2."

The Original Borderlands provided virtually no backstory for its four protagonists, instead defining their personalities by their appearances, play styles, and the one-liners they would spew during battle. Despite this lack of story, players still grew attached to their characters. With the sequel offering transitioning the original cast into supporting NPCs, Gearbox is seizing the opportunity to flesh out the vault hunters players are already familiar with, but still know relatively nothing about.

"One of the things that we're hoping players will enjoy is actually learning who the vault hunters were and are now." Hellquist says, "We want the players' characters to be the players. We don't want to say 'You're Sam Fisher.' or 'You're Master Chief.' You will create your Borderlands story as you play this game - who you are and what you're at about. But once we realized that we wanted to create new characters, we realized that our vault hunters are now available to us and we can start telling their stories, and what has happened since you last inhabited them."

To accomplish this, Gearbox is also improving its delivery, with numerous changes to how missions are presented and characters interact. The NPCs of the first game were not very active or talkactive, serving mainly as quest dispensers. In Borderlands 2, these characters are now fully animated and inhabit their world. They move around their locations, interact with their surroundings, and respond to your actions. An early prototype Gearbox showed us involves Borderlands' opportunistic gun pedder, Marcus. Instead of being hidden away behind a counter, the portly merchant roams around the outside of his shop, fiddling with a radio and playing a game at darts(with combat knives, naturally). When the player begins an impromptu skeet shooting session with a machine that launches explosive objects into the air, Marcus strolls up and casually mocks his performance. It was an early example, but the character was already spouting a healthy amount of one-liners as he went about his business.

NPCs who give out missions also chat more, providing feedback on your objectives as you're carrying them out, and dialogue now supports missions briefings. Gearbox says the goal is to tell a richer story without having to resort to cutscenes or other elements that players out of the action. "For the people who want to just blaze through missions and get things done, all of that is still going to be possible," Hellquist says. "We don't want the story to get in the way of Borderlands. The story isn't going to lock you down and force you to listen and watch.... it gives you the information while continueing your adventure."




上面提到的这些内容为游戏开发商Gearbox Software提供了一个机会来改正一代饱受批评的剧情问题。“许多玩家和批评家给了我们剧情方面的建议。”Gearbox的游戏策划Paul Hellquist说,“当我们看着上一部作品时,我们说:‘我们显然能做得比那玩意儿好得多的东西。’于是从无主之地2游戏策划的第一天起,剧情就成为我们想要在2代中最想完善的部分,最重要的东西之一了。”

老无主之地几乎没有向玩家们提供四位主角的背景故事,而是通过他们的外形、游戏风格和战斗时嘴里冒出来的只言片语来界定这几个角色的特色的。尽管没有什么背景故事,玩家们仍然能够投入到角色中去。随着在续作中退居二线变为路人NPC,Gearbox将会向我们展示我们已经多少了解而实际上却又一无所知的宝藏猎人血肉丰满的另一面。

“了解宝藏猎人们的过去与现在是我们最希望玩家们去享受的游戏体验之一。”Hellquist表示,“我们想要让玩家操作的角色变成玩家本身,而不是像‘你是Sam Fisher(细胞分裂)’或者‘你是士官长(光晕)’的设定。你的无主之地旅程将会展开你自己的剧情——你会在什么样的故事里扮演什么样的角色都由你定。我们一想到要造新角色,就意识到手头已经有了原来宝藏猎人的素材,我们就从宝藏猎人的故事开始讲起——从你最后一次操作他们发生的故事之后开始。”

为了达成这个目标,Gearbox还改进了游戏的任务系统,任务的呈现和人物的互动上做了许多改进。一代的NPC基本都不怎么活动,也没什么对话,只不过是人形任务发布版而已。在2代中,这些角色有全套的动画,他们是实实在在生活在无主之地的世界里的人物。他们会在自己的位置附近走来走去,和周围的事物进行互动,还会对你的行为做出反应。Gearbox向我们展示了一代里面的机会主义枪贩子Marcus的早期原型。这个大腹便便的商人不会像一代那样老是蹲在柜台后面的,他会在自己的铺子外面晃荡,摆弄摆弄收音机,或者玩玩飞镖什么的(当然是用格斗刀)。当玩家拿出爆炸物品发射器,要来个随机飞靶射击表演时,Marcus会驻足观看并时不时对玩家的表现嘲讽一番。这还只不过是个早期的样板,这个角色嘴里已经瞎哔哔了不少谈论他生意的陈词滥调了。

发布任务的NPC们会有更多的交谈,当你询问任务相关内容时他们会做出相应的反馈,而且对话内容还会支持任务简报。Gearbox的目标是讲一个内容更为丰富的故事,而玩家不用中断动作切出面板来看人物。“对于那些想速刷任务早点结束的玩家来说一切都能办得到。”Hellquist表示,“我们不想因为过度在意剧情而毁掉无主之地的游戏性。剧情不会特别弄个过场逼着你去听解说看动作……任务信息会随时提供给你而你却不用中断自己的冒险之旅。”








MEET THE GUNZERKER

Gearbox demonstrated these storyselling improvements with a mission set a third of the way into the game, involving the rescue of a familiar face: Roland. The Crimson Lance member turned vault hunter has run about of the Bloodshot bandits, a gun-worshipping clan that's holding the soldier captive atop a gigantic dam in hopes that the Hyperion Corporation will pay a hefty ransom. Handsome Jack is not one to pay for what he wants, and instead sends in mechanical henchmen(the continued evolution of Hyperion's claptrap project) to kidnap him. Your mission is to interrupt the attempted kidnapping, hopefully taking advantage of the chaos between the two warring factions.
This mission introduces us to one of the new playable characters of Borderlands 2, a stout, bearded man named Salvador, who serves as a fresh take on the Berserker class, the Gunzerker. One of the perks of creating new characters is the ability to introduce new skill trees (more on those later), as well as active abilities. Salvador's active ability, dual wielding, is sure to be a favorite for fans.

"We would say 'dual-wielding in Borderlands' to people, and they would



来见见GUNZERKER
[下文翻译为狂枪士]

Gearbox用另一种方式想我们证明了那些能令本作热卖的改进,包括救援一个我们熟悉的人物:Roland。这个前赤矛成员、后来的宝藏猎人正在统领[意思不确定,因为原文实在看不清楚]一帮Bloodshot强盗,这是一个有着墙纸崇拜信仰的部落,他们把士兵抓来俘虏在一个巨大的水坝上面,希望能让Hyperion公司支付巨额赎金。Handsome Jack想要的东西他可不会乖乖付钱,相反他弄来一大批机械狗腿子(Hyperion公司小吵闹计划的后续进化型)来绑架Roland。你的任务是终止绑架企图,如果可能的话尽量利用双方交战的混乱。

这个任务向我们介绍了无主之地2中一个可以使用的角色,身材奘硕、留着大胡子的Salvador,他的职业是狂战士中的新分支——狂枪士。创造新角色的卖点之一就是新技能树(这个稍后再说)和新的职业天赋。Salvador的职业天赋是武器双持,显然这会备受玩家喜爱。


[剩下的一句归入下面的章节]






"We would say 'dual-wielding in Borderlands' to people, and they would say, 'Yes, please. Can I play as that guy?'" says Borderlands 2's art director Jeramy Cooke. "So we knew there was something there. We didn't know what yet, but that was the seed that got us rolling."
Activating Salvador's dual-wielding ability sends the dwarf-like gunslinger into a timed rage mode similar to Brick's Berserk mode, allowing him to shoot two weapons independently using the left and right triggers. The player's accuracy is decreased due to the inability to use iron sights in this mode, but the tradeoff is the ability to use any two guns in the game together.
"We went back and forth, thinking 'Can he only wield certain weapons?'" says concept designer Scott Kester. "But we were like, 'No, he can dual wield anything. Dual rocket launchers? Okay. Dual miniguns? Sweet.'"

Gearbox knows of the potential balancing complications that could be caused by giving players this freedom, but is willing to risk it. "In a lot of games, a skill tree is about being as balanced as possible."Cooke tells us. "And while we care about balance, if we have to sacrifice fun or overpoweredness, we're just going to let it be overpowered, because we want people to have a great time."
Before beginning the search, the player peers over the dam to reveal a mixture of grassy hills and industrial equipment. The view is composed entirely of other playable areas in the game, part of Gearbox's attempt to create a more unified world. This and later areas we saw are not only larger than the environments in the first game, but feature more detail and ambient animations as well, from smoking steam pipes to gang banners fluttering in the breeze.

After soaking in the view, Salvador makes his way down a metal starway that overlooks a few patrolling Bloodshot bandits. Observing these enemies gives us our first look at the animation improvements in Borderlands 2, which come thanks to a state-of-the-art motion capture studio Gearbox has recently built.All of the mo-cap work in Borderlands 2 is captured in-house by 24 T-100 cameras recording at 16 megapixels.Animation producer Trey Davenport says this setup provides much smoother and subtler animations compared to the first game. The tech upgrades also shine through in combat; as Salvador sprays a clip of bullets at the unsuspecting enemies, their reactions seem more responsive and lifelike compared to the stiff bullet sponges in the original.


“我们会告诉人们有‘无主之地里面的双持’这种东西,他们就会说‘哦好吧,能让我试试吗?’”无主之地2的艺术总监Jeramy Cooke说。“然后我们就知道这肯定有搞头。尽管我们知道的不清楚,但是这就像在我们心里种了颗种子让我们搞起。”

激活Salvador的职业天赋双持技能会让这个长得像矮人一样的单枪客进入一定时间的狂暴模式,就好像Brick的狂暴[前一个为rage,后一个为Berserk,由于天邈汉化的原因,Berserk就作狂暴译了]一样,能够让它独立地用左键和右键射击两把不同的武器。玩家的精准会降低,因为没法用准镜嘛,但是这个代价可是能够使用游戏中的任意两把枪支哦。

“我们在这个问题上一直在踌躇,‘他是不是只能双持特定类型的武器?’”游戏概念总监Scott Kester说,“我们更像是这样考虑‘不,他能够双持一切。双火箭筒?屌爆了。双迷你枪?萌爆了。’”

在搜救开始之前,玩家先在大坝顶上欣赏绿草如茵的山峦和工业设施并存的环境。这个视野中的场景都是游戏中可以玩到的地域,Gearbox尝试着创造一个更加统一的游戏世界。此处和后面我们看到的地域不仅比一代的场景更加宏伟,而且细节更为细腻,环境动画也更加完善,无论是冒着粗烟的蒸汽管子还是在微风中飘扬的匪帮旗帜。

浸瘾在这样的场景中,Salvador一路冲下金属星程,不时能俯瞰到几个巡逻的Bloodshot匪徒。观察这些敌人,第一眼就让人在意无主之地2中动画细节的完善,这全要归功于Gearbox新建的超先进的动作捕捉工作室。无主之地2中所有的动作捕捉全部都在室内由24台1600万像素的T-100相机完成。动画总监Trey Davenport说这套装备能让我们作出比一代里面更为流畅更为微妙的动画动作。技术升级还在战斗中大放异彩,当Salvador朝着一个毫无防备的敌人倾泻出一弹夹子弹时,他们的反应看起来更加敏感也更加栩栩如生,而不是像老版那样只是僵硬的活靶子。







TO THE MOON


How does a man with unlimited wealth and power express his superiority over the lowly citizens who happen to share a planet with him? By building a supply base on the moon, of course.

"Once I knew Jack was going to be this huge industrial millionaire, I knew I needed him to do something really big to Pandora that we didn't like," says Borderlands 2's art director Jeramy Cooke. "The moon is ever-present in Pandora because of the way our day and night cycle works in the game. The moon never moves and it's thesource of light. So I wanted him to blot that out by putting his giant Hyperion 'H' right in front of it. I wanted players to be like, 'Damn, those jerks, they're s---ing all over my Pandora.'"


In addition to being an eyesore, the base serves a functional purpose. Robot enemies and supply crates will blast down from the satellite, destroying anything unlucky enough to be in the landing zone. Like Hyperion's ironic Claptrap, the moon base features a gigantic lens that will watch players regardless of where they travel, an omnipresent symbol of the oppression Pandora's inhabitants suffer from under Handsome Jack's reign.


Just beyond the fallen enemies, a large set of door opens to reveal Roland being held by a Hyperion construct commander (also known as W4R-D3N), a mobile jail cell that begins floating its way through the level. Hyperion's forces have begun their attempt to kidnap Roland, and the danger caused by the Bloodshot bandits is overshadowed by a host of new mechanized adversaries rocketing down from the Hyperion moon base, the ultimate symbol of Handsome Jack's power (see sidebar).


These robots are quicker and leaner than the mech-like devastators introduced in the Secret Armory of General Knoxx DLC, and sport the AI improvements Gearbox has implemented or the sequel. Enemies can now dodge incoming fire and traverse more complex environments, which two WAR loaders demonstrate by hopping onto a stack of large metal containers in front of Salvador and firing a barrage of misssiles that would make a Gundam pilot blush. Dual-wielding a new Bandit brand assault rifle (which feature the largest magazine capacity of any manufacturer) and a Torgue assault rifile that shoots mini-rockets (called gyrojets) helps bring the robots down, but a self-destructing automaton called an EXP loader flanks Salvador and explodes. Salvador slows down another incoming EXP loader by shooting off its legs, leaving it to crawl towards the player Terminator-style before erupting in a shower of fire and sparks.

These savvier enemies may have been defeated, but they succeeded in their ultimate goal of slowing down the player while the construct commander makes off with its prisoner, and Salvador must now hurry to catch up. The sense of urgency isn't manufactured, as Borderlands 2 features dynamic, branching missions. In the Roland rescue mission, if players take too long in pursuing the captive soldier, the plot will change, requiring them to deal with their failure in a later mission. The next platoon of incoming loader bots isn't going to make rescuing the vault hunter any easier, thanks to some even more advanced tactics at their disposal.



致月亮

一个有着无尽财富和权力的人该如何向那些和他共享同一星球的低级的小市民们晒优越呢?当然是,在月亮上造个基地了。

“当我得知Jack会是这个庞大产业身后的百万富翁,我就知道他要在Pandora上闹个天翻地覆,”无主之地2的艺术总监Jeramy Cooke说道。“Pandora上的月亮是一直挂在天空的,因为游戏中Pandora的昼夜循环比较特殊。月亮不会移动,而且是Pandora上面的光源。于是我就想让他造一个大大地Hyperion的H挡在这个大光源前面。我想让玩家们有这样的感受:‘这些该死的混球们对我的Pandora都做了些什么’。”

除了碍眼,这个基地当然是有功能的,机器人和空投包会从这个人造卫星上砸下来,砸爆落点上的可怜虫。就像Hyperion可笑的小吵闹一样,Hyperion月球基地上将装有一个硕大无朋的透镜,无论玩家置身何方都能将其看得清清楚楚,这也象征着Pandora上面的居民在Handsome Jack的统治下无时无刻不受到无所不在的压迫。

在刚倒下的敌人身后,一连串的大门敞开着,你会发现Roland被Hyperion的机械指挥官(也被称作W4R-D3N)抓着,一座移动监狱开始在地图之间穿梭。Hyperion的军团已经开始绑架Roland了,而Bloodshot的匪徒们所造成的危险却在一波波机械化敌人的面前黯然失色,它们乘着火箭从Hyperion的月亮基地出发,从天而降,有如Handsome Jack无限权力的终极象征(见边栏)。

这些机器人显然要比克诺斯将军的军火库DLC中机械型的破坏者要来得更为灵活迅捷,彰显着Gearbox在续作中更加完善的AI。现在敌人已经学会躲避飞来的子弹,并且会适应地形。两架WAR loaders向我们展示了它们的看家本事,它们跳上Salvador面前的大金属箱,向Salvador狂射导弹,这种密集火炮就算是高达驾驶员也会感到压力山大。一手操着强盗牌的突击步枪(比任何厂商的弹夹都大)一手操着发射着迷你火箭(被称作gyrojets)的Torgue突击步枪,Salvador轻易就放倒了2个机器人。然而侧翼却窜上来一个叫做EXP loader的自爆机器人一下自爆了,Salvador打折了另外一个窜上来的EXP loader的腿,结果它只能像终结者里面的机器人那样在地上爬着超玩家挪来,最后还是毁于一阵爆炸。[这个跟质量效应里面的安保机器人有点像啊]

尽管我们击败了这些狡猾的敌人,但是他们的伟大牺牲成功拖延了玩家的进度,机械指挥官带着它的俘虏成功离开,我们的Salvador必须立马赶上。紧张的感觉并不是粗制滥造的,因为无主之地2有着动态的分枝任务。在救援Roland的行动中,如果玩家花太多时间才能追到俘虏的话,情节就会发生变化,可能会导致后续任务得收拾这个烂摊子。而下一波进攻的loader分队会使得救援宝藏猎人的行动难上加难,而且他们还有一套套完备的战术准备坑玩家呢。











A NEW BREED OF ENEMY


As Salvador continues the pursuit of his captured ally, another wave of enemies brings a new machine to the forefront, dubbed the surveyor, Tris unassuming droid floats around the level similar to the Lance probes in General Knoxx, only these new machines can do more than attack. When alone on the battlefield, surveyors deploy an energy shield that reflects incoming fire back at the player - it's up to you to decide if the collateral damage is worth taking to bring it down. If other robots are in the area, however, surveyors switch to a supporting role, repairing injured allies with its energy beam. This is not a scripted behavior. Injured enemies will actually call for repairs, denoted to the player by an icon over the wounded foe's head. Players can use the visual clue to identify and take down the enemy before the surveyor can start healing, or focus their fire on the preoccupied helper, as surveyors are incapable of deploying shields and repairing teammates at the same time. Enemy tactics like these should add a new layer of strategy to the first Borderlands' rock-paper-scissors elemental damage-based gunplay.

After taking down the last of the WAR loaders, Salvador passes a giant statue of Marcus, built by the Bloodshot bandits as an homage to their living deity - we weren't kidding when we said the deranged faction worships guns. The statues has Marcus in a seated position with half a dozen arms, each pointing an oversized firearm into the sky, and mirrors the irreverent sense of humor of the first game. No one is laughing when Salvador finally corners the construct commander, however, the locating machine spawns two badasses-class WAR loaders, whose towering size dwarfs the stocky character. As Salvador enters dual-wielding mode, the pair of intimidating machines unleash a comical number of missiles and heavy weapon fire, ending our first demo in a shroud of mystery. Luckily, the Roland mission wasn't as we saw during our visit.

A second demo, requiring the player to activate a transmitter beacon in the area below the dam, shows off Borderlands 2's improved objective variety. All of the missions in the original Borderlands were static, meaning the player's list of objectives couldn't change during gameplay. This rigid structure led to a lot of fetch quests, which isn't a problem in the sequel as evidenced by an impromptu twist in the mission, it turns out the sound that the beacon makes its similar to the mating call of a new class of monster, the gluttonous thresher. As Salvador approaches the beacon, the Tremors-esque land



新的敌人类型

当我们的Salvador继续追着可怜的俘虏,又一波敌人来到了前线,这次又是surveyor了。这些看上去老土的机器飞来飞去的样子像军火库DLC里面的高速公路两边飞出的烦人拦路机,但是它们比那些只会攻击的蠢货要高级多了。只身置身于战场时,surveyor会开启反弹玩家子弹的能量护盾——要不要冒着被弹伤的风险去打爆它得由你来好好考虑一番。然而如果战场中有其他机器人在,surveyor会转换为支援模式,用它的能量光束来修理受伤的队友。这可不是事先由脚本预定好的:受伤的敌人居然会呼救,它们脑门儿上会有呼救的标志。玩家们一旦发现它们在求援就要在surveyor治疗他们之前先打爆,或者集火攻击忙乱的救援者——surveyor要么只能放护盾要么只能修队友。敌人的新战术需要玩家们把策略水平提升到一个新的高度,而不是像一代中用不同的元素针对不同的敌人玩石头剪子布那样的游戏。

打爆最后几台WAR loader,Salvador经过一座Marcus的巨型雕像,这是Bloodshot匪徒们修建并用来表达他们对地上之神虔诚信仰的——我们之前所说的对枪支走火入魔的崇拜可不是开玩笑的。Marcus的雕像乃用坐姿,虽无三头却有六臂,手中各执一件庞然火器皆指上天,与一代中玩世不恭的嬉笑怒骂形成鲜明的对比。好了,我们的Salvador终于把机械指挥官逼到了绝境,这下可笑不出来了吧。这个混蛋机器人居然招出了两只Badass级别的WAR loader,身材巨大堪比高塔,玩家的身高瞬间就列入矮人级别[前文明明提到Salvador长得像dwarf了]……Salvador立马开启双持模式,而我们的试玩体验就在这两台可怕的Badass的重火力之下结束了,留给我们的是重重谜团。还好Roland的救援任务一定不会像我们看到的这样。

在另一个试玩体验中,玩家要在大坝下面的地区启动一个传送装置,这将会向我们展示无主之地2丰富多彩的任务性。老无主之地中的各个任务都是静态的,基本上就是一列任务表,游戏过程中不会有什么改变的了。这种一成不变的任务结构让玩家们总是要去交任务,而在续作中完全不会这么麻烦,这一点我们会在这个试玩体验中详细说明,复杂得很呢。传送装置发出的蜂鸣声听起来像一种新怪物——饕餮粉碎兽[原文thresher是脱粒机的意思,好蛋疼的怪兽名]的叫声。







worm erupts from the ground, sending up deadly tentacles in the neighboring vicinity. Salvador takes aim at the thresher's limbs, but the worm swallows the beacon and retreats back into the soil, leaving a dirt trail above the ground as it burrows its way into the distance.

The player's objective now shifts to chasing the thresher, which smashes its way through a wall, revealing a new location (Gearbox says world discovery is a new focus as well, and uncovering new locations on the world map grants XP).

The demo concludes with the thresher teaming up with some of the smaller counterparts, but it's far from the end of the mission. After recovering the beacon from the threshers, the player will bring it to a shanty town called Overlook. The dusty town is more evocative of the bandit towns of the original Borderlands, and plays home to a defense scenario which involves protecting the beacon from invading forces. All of these gameplay segments are part of one mission. "the story missions in Borderlands 2 are about three times the scope of a single story mission in the first game." Hellquist says. "And they twist and turn throughout; your gameplay is changing, your goals are changing... it will be a much more dynamic experience compared to last time."

After walking us through the two main scenarios, Gearbox showed of a variety of other segments, each focusing on other improvements. In a snowy region of Pandora we see the Bandit Technical, a new class of vehicle. Gearbox is blunt about its design goal for four-wheeled transportation in Borderlands 2, summing it up as " vehicles that don't suck." This includes higher resolution models and textures for vehicles, the ability to powerslide, and most importantly, better collision detection. Gearbox also wants to make four seats standard in each vehicle, so that people playing with the maximum number of co-op partners don't have to leave anyone behind.



当我们的Salvador向着传送装置进发时,地面颤动,一条巨大的蠕虫从地底下窜出来,向周围甩出致命的触手。Salvador向粉碎兽的四肢瞄准,但是这虫子吞了传送装置就钻地跑了,只留下一路被拱起的地面。

现在玩家的任务变成了追上粉碎兽,这家伙冲破了一堵墙来到了新的地域(Gearbox说探索新世界也会是新无主之地关注的内容之一,而且在地图上发现新地点会获得经验值)。

游戏试玩的最后是粉碎兽纠集了一帮体型较小的同类合体了。然而这离任务结束还早着呢,打爆粉碎兽拿到了传送装置玩家要带着它去一个叫做“鸟瞰”的贫民窟,这个镇子比老无主之地中的土匪窝还要带感,玩家将把此处作为一个防御阵地来防止传送装置被入侵势力抢去。这些游戏情节只不过是任务的一小部分而已。“无主之地2里面的剧情任务的复杂程度将会是老无主之地任务的3倍左右。”Hellquist说。“而且在游戏进行中这些任务自个儿还不安生,你的游戏进程在改变,然后目标也跟着跑了……和上一作相比,获得经验值将会是一个动态的过程。”

向我们展示完两个主要的场景之后,Gearbox还给我们看了其他的一些游戏元素,分别针对了不同的游戏性改善。在Pandora上一个白雪皑皑的地区,我们看到了Bandit Technical,一种新的载具。Gearbox直截了当地把无主之地2中的新四驱车形容为“不那么**的车”——卖点在于更高像素的模型和载具贴图,主动加速[类似于一代的液氮加速?]还有最关键的就是碰撞检测。Gearbox还表示要让无主之地2中的每一辆车都有四座,这样满员编制时大家就可以同坐一辆车了。







While taking the Bandit Technical for a spin, another new creature rears its ugly head: the arctic bullymong. This four-armed, ape-like creature climbs around the level's architecture with ease, and it capable of leaping great distances. Like the other enemies we saw, the bullymong also has a unique ability - it can pick up objects in the environment and hurl them at the player. The bullymong chucked a giant chunk of ice dislodged from a nearby stalagmite, as well as a full-sized vehicle, like the behavior of the surveyors and WAR loaders, these attacks unfold naturally as the enemy's AI activity seeks out objects in the environment and decides when to throw them.

The object-chucking antics of the arctic bullymong are later overshadowed by two other enemy AI examples focused on communication. In the first example, Salvador is swarmed by a pack of pup skags. As players of the first game know, these pint-sized beasts aren't much of a threat, even in larger groups. After quickly dispatching the weaker enemies, Salvador fights another group, along with a badass fire skag. This blazing version of the adult monster wastes no time in blowing a jet of fire across the battlefield, engulfing its miniature brethren in flames. Instead of damaging the pup skags, however, the attack works like a power-up. Like their grown-up counterpart, the flaming pup skags now sport greater offensive and defensive capabilities, in addition to being invulnerable to fire damage. The pack of pup skags ambushes Salvador, as the badass fire skag hangs in the distance. After a few tense seconds that mostly involves the player retreating, the buff wears off and the pup skags are extinguished. Without missing a beat, the lingering badass skag calls to the now-weakened enemies (indicated by another icon in front of the adult over its head). The pups run back in front of the adult, who lights them up for another assault.


A separate sequence reveals a new bandit class called the nomad. Nomads are slow, rotund bandits who sport large metallic shields that protect their entire bodies. Getting around this protection is challenging, but a variation on the enemy called the nomad torturer introduces a clink in the armor. The lumbering foe has a midget psycho chained to the front of his shield to soak up damage. By focusing fire on the chains, however,who will then turn on the nomad, providing an invaluable opportunity to flank the preoccupied adversary. Enemy designer Ruben Cabrera says the team is still deciding on the midget psycho's behavior after the nomad is defeated, debating whether it will attack other enemies on the area or follow the player as a temporary ally. Whatever the final decision, these enemies display more variety than those of the first Borderlands, and hinted at some exciting tactical opportunities for the player.



当我们驾驶着Bandit Technical兜风的时候,另一种新生物冒出它恶心的脑门来——极地暴猿。这只长着四条手臂的巨猿轻轻松松就能爬上了路边的巨大建筑,而且他们跳跃的距离也无比惊人。就像之前我们看到的许多敌人一样,暴猿也有他们特有的技能——随手抓起个玩意儿就能向玩家投掷,它可以把附近石笋上卡车那么大的冰块震落,就如同surveyor和WAR loader一样,这些攻击的展开也是由AI随机判定的,AI会检视周围环境中可利用的道具然后决定何时向玩家丢上俩大石块。

接下来的两个关于交流的AI原型直接让极地巨猿丢东西的搞笑动作一边凉快去了。第一个,Salvador被一群幼年skag围攻。玩过一代的玩家都知道,这种品脱大小的萌兽根本就没什么威胁,就算一群再多也不能改变它们弱爆了的本质。当Salvador顺顺溜溜清理掉这些不中看的小股敌人之后出现了一条Badass级的火狗,这条成年巨犬立马就开出火焰地图炮来,skag幼崽们即刻为熊熊火焰所吞没。这火焰不会对小狗崽造成伤害,相反地火焰就像给小狗嗑药似的,火焰skag幼崽就像它们大一号的长辈那样变得凶悍无比,高攻高防,还对火免疫。火焰skag幼崽狂攻Salvador,而刚才出场的那条Badass却远远地离开战场。当被Salvador打乏了的幼崽们滴溜溜地滚回Badass身边时,它们身上的buff消失了火焰也熄灭了。而Badass则无一例外地又重新给虚弱的小崽子们上buff(上buff的时候也有图标显示),然后又接着来呗。

一个独立的任务向我们展示了一种叫做Nomad(翻作游牧民,但是哪有游牧民是这样的?食人魔还差不多)的土匪们的战术。Nomad动作迟缓身材肥胖,全身都包着大片的金属护甲。要越过这层防护直接进行弱点打击太困难了,但是另外一种叫做Nomad拷问者的变种敌人却向我们展示了如何破解他们的金钟罩。这个木桩一样的敌人身前拴着一个疯子侏儒,用来吸收伤害(疯子侏儒能吸收P个伤害啊)。当你打断拴着侏儒的链子时,侏儒会对Nomad倒戈相向,攻击这个敌人的侧翼。Enemy designer(这个怎么翻?什么总监?)Ruben Cabrera告诉我们说他们的小组还没有决定当玩家击倒Nomad之后疯子侏儒会有什么行动,是应该留在原地继续攻击其他敌人呢还是跟着玩家走一会儿当玩家的临时战友呢。无论是什么样的表现,这一代中敌人的行为要比一代中的丰富多彩得多,而且还有让人叹服的战术来针对玩家。







THE SPICE OF LIFE


In the first Borderlands, Gearbox introduced features like class mods and elemental damage to charge up the gunplay. For the sequel, the studio is enhancing those systems and adding extra game-changing tweaks in hopes that players will have more distinct experiences.


The largest differences stem from the class skill trees, which maintain the first game's three-branch structure, but feature more defined abilities as opposed to simple stat boosts. One of the Salvador's skills makes his weapon fire increasingly faster the longer he holds down the trigger. This skill improves guns that suffer from a slow rate of fire, as well as guns with extended magazines. In addition to working with any weapon in the game, the skill also affects Salvador's dual-wielding ability. The team is creating skill trees with this kind of cross compatibility in mind, despite the potential design complications. "I'm not sure we're going to really be able to predict all the outcomes," says Cooke. "But it would be boring if there was a best build right off the bat. Hopefully players are constantly innovating and finding new and better strategies."

Gearbox is also adding a new element to the sequel. In the first game, guns could do bonus incendiary, shock, explosive, or corrosive damage, to which enemies could be particularly susceptible or resistant. The new element is called Eridium, and doesn't add any damage to the base attack value. Instead, the alien material augments other elemental damage. Again the end goal is more tactics on the battlefield, be it one of your friends hosing down enemies in a supporting role while you blast away, or Gunzerker player pairing an Eridium-based weapon with another elemental weapon when they active their dual-wielding ability. Lyer on another skill, like one that increases Salvador's accuracy when dual-wielding weapons of the same class or doubles damage for weapons of different classes, and the possibilities multiply.

Enhancing guns isn't the only purpose Eridium serves. Because of the alien element's strange properties, it also serves as a form of super currency in Pandora. Gearbox teases that the most powerful weapons in the world can only be purchased with Eridium, which is scattered throughout the planet. Finally, Eridium is also the key ingredient in a variety of new power-ups, providing players with temporary buffs such as increased health, defense, and damage. These power-ups are designed to be used immediately on the battlefield, and are available to enemies as well: trigger-happy players will even be able to shoot or grab these items off of adversaries before they can use them.

Class mods and artifacts are also making a return, and are being changed wit工口GAMEplay in mind. Without going into specifics, Gearbox says that class mods are aimed at introducing more tweaks to subclasses by allowing players to activate more skills in their skill trees, while the artifacts now act as a catch-all for any idea that didn't fit into the other systems. "Our goal with the artifacts this time


WHERE'S CLAPTRAP?

Despite all of the gameplay, environments, and characters that Gearbox showed us during our studio visit, Borderlands' ironic mascot was nowhere to be seen, Luckily, Gearbox's game design director Paul Hellquist assured as that the comedic automaton will be back for the sequel, and that the studio has big plans for the little robot.

"So where is Claptrap now? Well, he tried his uprising [in the Claptrap's New Robot Revolution DLC], he tried to stop Hyperion...and the vault hunters crushed him. But Claptrap's view of the world is a bit different than everybody else's... his [view] of what happened is that it's not Roland's fault or Lilith's fault. It's those bastards at Hyperion. So his point of view on the world is totally skewed view of what's actually happening. Hyperion is the villain for you, Hyperion is the villain for Claptrap. How Claptrap deals with Hyperion is very different than the way that you're going to deal with Hyperion, and you're going to have lots of interactions with him to see how he's dealing with things."



燃起来吧各位

在无主之地一代中,Gearbox引入了职业模块和元素来加强枪支性能。在续作中,这个工作室将会继续加强该系统,并会对游戏性进行一些调整,从而希望玩家能够体验到各种不同的玩法。

最大的差异来自于技能树了,一代中分为三支不同的结构,会有更加优化的能力而不只是简简单单的数据上的加减。Salvador有一个技能是这样的,随着你按鼠标时间的延长,你手中武器的射速会越来越快。除了对游戏中的枪支有加成之外,技能还会影响Salvador的双持天赋。制作小组已经在脑中构想出交互兼容的技能树,,尽管真正要制作起来还比较麻烦。“我还无法完全确定我们到底能做出些什么。”Cooke说,“然而如果只有一种最优解的话有什么意思呢。希望玩家们不断创新,开发出新的加点方式。”

Gearbox还会在续作中加入一种新的元素。在一代中,武器有火、电、爆、毒属性,而敌人要么弱某种元素要么免疫某种元素。新元素被称为Eridium(以下简称E素,倒是很像68号元素Erbium铒啊……),该元素并不会直接增加枪支的攻击力,相反这种外星元素会增进其他元素的效果。总而言之呢,是要让玩家们的战术多样化,比如说你的一个基友(误)牵制敌军,而你则负责把他们轰杀至渣;或者你用狂枪士双持时,一手持有E素枪一手持有其他元素的武器,技能树上的另外一些技能会增加Salvador双持时的精准,另一些技能则是会让武器伤害翻倍,也有可能有多重加成。

对枪支的加成并非E素的唯一作用。外星元素特有的属性使得E素成为Pandora上的流通手段之一。Gearbox戏称Pandora世界中最NB的武器只能用E素来购买,而且它们是世界掉落的。最后要说的是,E素还有许多不同的强化效果,能够给玩家们提供短时间的buff,比如说增加生命值、防御值或者伤害值之类的。开发方将这种强化设计为战场随捡随用,而且也会为敌人所用:当然,一些触手级别的玩家能够在敌人捡起E素还没能使用上它的时候打爆敌人然后接住被掉下来的E素。

职业模块和Eridian神奇依然会在本作中回归,在设计者们的构想中多多少少会有改变。Gearbox拒绝透露细节,但是声称职业模块更加注重不同的二级职业走向,能让玩家更多地开启职业树中的技能。而Eridian元素神器现在一揽子囊括了一切没法加入其他系统的创意的期待。[下面一句放入下一章节进行翻译。]


小吵闹去哪儿了?
【杂志边栏】

尽管在工作室之旅中Gearbox向我们展示了新的游戏体验、环境体验、角色体验,我们却无法寻觅无主之地的搞笑吉祥物小吵闹的身影。还好,Gearbox的游戏总策划Paul Hellquist向我们保证这个卡通小玩意儿一定会在续作中归来,而且工作室还会给他设计一个宏伟的剧情。

“小吵闹现在如何呢?当然,他尝试过起义(在DLC4里面),他也试图阻挡Hyperion的步伐……然而宝藏猎人却来搅了局。尽管如此,因为小吵闹的世界观和常人略有不同……他对于DLC4中事件的‘观点’是这样的:这不是Roland的错,也不是Lilith的错,是那些Hyperion的混球的错。其实他构想的世界和现实世界相去甚远啊。Hyperion对你来说是个恶棍,Hyperion对小吵闹来说同样是个恶棍。只不过小吵闹针对Hyperion的处理方式和你的方式完全不同,你会在处理Hyperion的时候有许多机会和小吵闹交流的。”









around is every time one drops,you say, 'I can't wait to see what this one is going to do.'"Hellquist says."We basically have no rules for what it can affect." Possible artifact ideads includes a percentage chance that shots don't cost ammo, increased afterburner length in vehicles, and an aura of healing around the player.

LET THERE BE GUNS


Borderlands 2 touts a significant number of exciting improvements that introduce more variety to Pandora. But what do you do for a feature that already has an overwhelming abundance of variety?


"[With Borderlands] we made a game with millions of guns, and for the sequel we decided to throw tham all away and start over again." Hellquist says. "We weren't content to just add a few little bits to what we had before; we want to really bring it to a new level."


One of the major initiatives for the gun system in Borderlands 2 is to give each firearm manufacturer its own sense of



[接上节]
“我们希望本作中的Eridian神器能有这样的效果,每次你看到掉落一个神器,你就会说:‘我等不及要看看这一块石头有什么效果了!’”Hellquist说。“它会影响哪些因素基本上是不确定的。”Eridian神器可能会有几率节约弹药(像魔女的凤凰那样?),或者让载具的液氮加速时间更长,也可能是让你的角色有个治疗光环。


就让枪来得更猛烈些吧

无主之地2里面Pandora的改善让人目不暇接。但是对于一代中已经数量庞杂无比的武器库你能做些什么呢?

“(在无主之地中)我们成功创造了数以百万计的枪支,而在续作中我们决定抛开这一切然后从头来过。”Hellquist说道,“我们不打算只是在以前的基础上做些小改动,而是要把它提到一个全新的高度。”

[下面一句放入下一章节进行翻译。]







identity. Few gamers realized that manufacturers had unique characteristics in the first game buried in the stats of each weapon. For instance, Jakobs guns feature higher damage but slow firing rates, while Hyperion weapons featured greater recoil reduction and accuracy. For the sequel, each gun manufacturer has a theme that includes stat changes like these along with a unique visual style. The goal is for players to be able to instantly identify a gun's manufacturer, and its quality, simply by looking at it. For example, Vladoff[原文拼写如此] weapons features the highest rate of fire, and as such you'll see spinning barrels on Vladoff assault rifles, submachine guns, and rocket launchers.

Other manufacturer themes have more direct gameplay implications. Tediore guns are the disposable razor of Pandora's weapon industry. Rather than reloading a Tediore gun, the player throws the firearm onto the battlefield, where it explodes like a grenade. A handheld digistruct (the same in-game tech used for spawning vehicles) will then create a new copy of the gun with the next magazine loaded in the player's hand. As absurd as the premise is, it presents an interesting twist to gunplay: Throwing a gun early will cost you its remaining ammo, but will result in a larger explosion.

In addition to more definitive themes for each of the guns, Gearbox is vastly improving the visuals for weapons, including a new material system that supports reflective patterns, and transparency effects. Theseadditions also relay a gun's quality. Gearbox showed us an example of a wooden Jakob rifle that looked dirty and scuffed, then compared it to a shiny gold-plated version.

Gearbox is also drastically upping the number of unique guns in the world, which can now feature custom decals and enhancements. For example, a gun belonging to Nine Toes may have his missing digit taped onto the weapon as an ornamental keepsake. Other accessories will even feature new firing modes.

Despite not being final designs, the weapons we saw already suggested Gearbox is on the right track to meet its goals. Vladoff assault rifles have a distinct AK-47 look, while Dahl rifles sport amilitary design that would fit right into a Modern Warfare title. For players who got tired of the sameness of weapons late in the first game, the increased variety of Borderlands 2 should hopefully keep them eager for finding the next treasure chest.



无主之地2枪械系统中最为重要的一个因素就是通过每把枪的制造商来使此枪独一无二。很少有玩家能够意识到一代中埋藏在每把枪的统计数字之下有关制造厂商的信息。【吐槽:编辑你是个菜B。】比如说,Jakobs的枪高伤低射速,而Hyperion的枪后座小而且精准高。【提醒:老玩家可以完全跳过这一节,因为这**编辑完全没写什么内容。】在续作中,每把枪的制造商都有一个不同的特色,数据上和外观上都是。当然,开发者希望玩家只要看外观一眼就能辨别出枪的厂牌、品质【吐槽:一代不是已经做到了吗?】。比如说,Vladof【原文拼写为Vladoff,以下全部纠正为Vladof,我越来越怀疑这个编辑玩过一代么】枪有全游戏最高地射速,你会看到Vladof的步枪、冲锋枪和火箭筒的土黄色枪管。【吐槽:submachine gun?要么是编辑你信口开河,要么是2代真的会出Vladof冲锋枪。不过我觉得第一种可能性要稍微大一点。

其实第一段已经快让我吐血了,编辑对无主之地的无知程度远远超出想象。


其它制造厂商的特色对游戏进程有着更为直接的影响。Tediore的枪简直就是Pandora武器工业产品中的吉利剃须刀。玩家可以不用为t社武器换弹,直接扔出武器就会像手雷一样爆炸。一个手持数码产品(就像游戏中召唤车的系统一样)【吐槽:阿姐,那叫Catch-a-Ride,还有handheld digistruct这词到底有多土啊,您就不能问问G社那玩意儿叫什么吗?】会立马造一把复制品,而且弹夹全满。荒谬的是,t社枪有一个颇为有趣的特性:如果单价中还有子弹就早早地把枪扔出去会造成更多的爆炸伤害。


好吧这一段就是唯一有点内容的东西了,不过这编辑的文笔太tm烂了,连我这个非英国家的人士都要表示无语一番。


每把枪除了厂牌赋予的特性之外,Gearbox还会改善它们的外观,包括新的材质系统,能够反光啦或者透明啦什么的。这些附加的细节也能够反映枪的品质。Gearbox给我们看了一把木质的Jakobs步枪【吐槽:严重怀疑为sniper rifle】,颜色土灰锈迹斑斑,然后又把它与一把金闪闪的枪做了比较。【吐槽:不就是Jakobs3材么?


Gearbox也大幅增加了游戏世界中独一装备,它们都有一些特殊的小装饰或者小特色。比如9趾的一把枪把他那部分丢失的数据弄到枪上去作为信物。而其他的acc会改变枪支发射的模式。【吐槽:这tm不是废话么?严重怀疑G社给你们看的是一代的设计稿啊

尽管不是最终稿,我们看到Gearbox正朝着他们的目标不断前进。Vladof的步枪明显长得像AK-47【吐槽,编辑你是在说Vladof的土黄色,还是看到编辑们在玩Abandoned Bad Lands?】,而Dahl则会让你有现代战争的错觉【吐槽:编辑你是不是真的不知道Dahl的迷彩纹啊】。对于那些在一代玩枪玩腻了的玩家们,无主之地2中的枪支多样性会让他们更加渴望下一个宝箱中能开出些什么来。【吐槽:for players who got tired of the sameness of weapons late in the first game,一代全靠这个做卖点了,编辑你可以滚蛋了。







FRIENDS WITH BENEFITS

Borderlands' four-player co-op turned out to be just as important of a selling point as its distinctive art style and massive arsenal. The first title was praised for its smooth drop-in/drop-out support and pervasive leveling and loot systems, which will provide a solid foundation for Borderlands 2's multiplayer. While Gearbox wasn't ready to talk about specific changes to fix some of the nagging problems of the original, including the cumbersome split-screen support, and certain missions being ineligible for players depending on their level or place in the story. Gearbox also stated that character dialogue will now be more responsive - instead of characters spouting off one-liners that are completely disconnected to other players, there will be more back and forth, similar to the characters in Left 4 Dead or Dragon Age. As for more significant additions, Gearbox is keeping its grand multiplayer schemes under wraps for now.

Though still early in development, Borderlands 2 is full of exciting possibilities. Rather than just throwing a few million more guns at the player. Gearbox is lacking all of the shortcomings of the first game and dreaming up creative ways to improve upon its strengths. Pandora is no longer a bleak and static dustbowl, but a massive world of varied terrain and settings. Enemies have evolved from stumbling bullet sponges to responsive and clever adversaries. The vast but repetitive arsenal is becoming more powerful and distinctive. Whether Gearbox's attempt at crafting a more robust plot will succeed in drawing in story-focused gamers is unknown, but for now we've already seen plenty of reasons to look forward to next year's return trip to Pandora.



BONUS COVERAGE

Go to gameinformer.com throughout the month for indepth features on Borderlands 2, including more information on the Gunzerker class and skill tree, video interviews with Randy Pitchford and other Gearbox studio members, exclusive concept art, and much more.



伙伴与利益

无主之地的四人合作模式、独特的艺术风格和无尽的军火库是它的三大卖点。一代饱受赞扬的就是平滑的加入/退出主机的模式还有就是合理的升级以及装备掉落系统,而这也将为无主之地2的多人模式打下一个坚实的基础。Gearbox并未准备讨论一些关于老无主之地令人烦恼的问题,包括笨重的分屏支持[貌似是主机上的问题],还有就是有些特定的任务对玩家来说等级不怎么合适或者主线没做到等原因无法先完成的问题。Gearbox还声称主角们的对话要比上一作多,不会仅仅冒出两句“Bullseye”之类的口头禅而已。这会让玩家在多人模式中有更好地交流方式,多人合作会像L4D或者龙腾世纪那样精彩。至于多人模式的这些新玩意儿究竟如何,Gearbox现在还不想公布。


尽管现在仍处在开发早期,无主之地2已经充满了让人激动地无限可能。Gearbox会在一代的基础上扬长避短,而不仅仅是在玩家面前又扔上几百万把新枪而已;Pandora将不会再是一个凄凉僵死的尘土星球,而将会是一个地形丰富的庞大世界;敌人也会从傻乎乎挨打的活靶子变成反应迅捷富有头脑的对手;巨大但是有点重复的军火库会变得更为强大也更为独特。Gearbox在塑造剧情上的尝试是否能够成功能否吸引一些关注剧情的玩家们这一点还未可知,但是对我们来说,已经有足够的理由期待明年回归Pandora的旅程了。


更多内容

请点击gameinformer.com,本月将会为你深度解析无主之地2的种种细节,包括狂枪士技能和天赋的更多内容,Randy Pitchford和其他Gearbox工作室成员的视频采访,独家概念原画还有much more~


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鸣谢 Giwi

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舒服的沙发
发表于 2011-9-21 19:51 | 只看该作者
好详细呀~赞一个
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硬硬的板凳
发表于 2011-9-21 20:10 | 只看该作者
不错.期待无主2
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冰凉的地板
发表于 2011-9-21 22:18 | 只看该作者
贴吧看过了,纯支持。
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5#
发表于 2011-9-21 22:35 | 只看该作者
长得一B啊,没心思看完了。
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 楼主| 发表于 2011-9-21 22:37 | 只看该作者
回复 5# giwi


   我特意把你的吐槽改成了红字
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7#
发表于 2011-9-21 22:52 | 只看该作者
必须顶~
酒娘威武
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8#
发表于 2011-9-22 00:12 | 只看该作者
路过
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9#
发表于 2011-9-22 01:05 | 只看该作者
说是要13年出来,是不是真的啊
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 楼主| 发表于 2011-9-22 01:07 | 只看该作者
回复 10# PokerJack


   是明年
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11#
发表于 2011-9-22 03:36 | 只看该作者
贴吧就看了一遍~
然后又看了一遍~
真的好长....





其实我是看G大的吐槽的~
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12#
发表于 2011-9-22 11:37 | 只看该作者
无主2  必火啊~


早就在期待了
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13#
发表于 2011-9-22 11:49 | 只看该作者
O.O  吐槽的好  哈哈   我估计我在这边要买个正版碟看看~~~~
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14#
发表于 2011-9-22 18:12 | 只看该作者
回复 11# huai9999


    游民果然骗了我
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发表于 2011-9-22 18:49 | 只看该作者
奇怪了,通过活动已经是中级玩家了为什么还要输验证码咧?
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 楼主| 发表于 2011-9-22 18:58 | 只看该作者
回复 16# giwigiwi


   The big monkey is watching
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回复 17# huai9999


    我这个签名本来就想做成the big sister is always watching的,后来觉得不好就算了。
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 楼主| 发表于 2011-9-25 13:35 | 只看该作者
回复 19# WelkinW


   “正中要点,华生。”
Giwi出现吧 我觉得是你的疏漏哦
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发表于 2011-9-25 20:32 | 只看该作者
囧~ 福尔摩斯
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20#
发表于 2011-9-27 01:59 | 只看该作者
本帖最后由 WelkinW 于 2011-9-27 02:21 编辑

等一下~!~!~! 这也不对啊~! New-U 是复活系统罢了,Digistruct Module 已被用在第一代的任务解释里,指明就是用来凭空中变出一辆车来(其实是当你叫车时,Scooter 那里一辆车就会被分成粒子,然后传送去你那里,所以叫车时一出现还是蓝色的线然后就变成车了)。 翻译员应该有玩过第三个DLC, The Secret Armory of General Knoxx 吧? Scooter 在那里不是有给你一个任务,叫你去装车的零件上车的吗?然后车就被扫描,然后被粒子化了。你叫车后,当场车的粒子就重组成一辆车。然后,digistruct 分开不是 digi 和 struct. 应该是 Digital Reconstruction, 因为Digi 不存在(除了某家电讯公司同名以外), Struct 着是电脑程式内的某个名词。

接下来,你说“A handheld digistruct (the same in-game tech used for spawning vehicles)” 太土吧?那就请你弄到他不土吧。我认为编辑这句很妥当,让那些玩过的记起那时的任务。他/她 还特地在后面加了解释,让那些不明白的有个概念。即使 Catch-A-Ride 和 New-U 是用同一个科技, 但他们只是商品名称, 若给没看过,没玩过第一代的人读,他们明白这两个是什么来的吗?

接下来,超级吐糟时刻。。。。。。。。。哪个Milky Way 外面来的外太空翻译员可以把它翻译成“数码导航器”了????还比较专业????你叫他们反回来把他们的“数码导航器”翻回英文,看是 Digital Navigator 还是  Digital GPS, 我的老天保佑啊~
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21#
发表于 2011-9-27 09:47 | 只看该作者
回复 23# WelkinW


   是Catch-a-ride抱歉。
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22#
发表于 2011-9-27 13:50 | 只看该作者
回复 23# WelkinW


    评论已回复
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23#
发表于 2011-9-27 16:27 | 只看该作者
好吧,好吧,有道理。好~!~! 疑问完毕~多谢您抽空来回答~
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骨灰玩家~游戏天王~元宵娘

24#
发表于 2011-10-13 21:21 | 只看该作者
不知道一代四位主角会不会登陆2代
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3DMer

25#
 楼主| 发表于 2011-10-13 21:23 | 只看该作者
回复 28# a1982a1023


   会以NPC身份回归2代
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26#
发表于 2011-11-5 17:52 | 只看该作者
到时候可以局域网就行。。无敌了~
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27#
发表于 2012-6-26 09:38 | 只看该作者
带劲! 回来接着看!
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发表于 2012-9-2 01:16 来自手机 | 只看该作者
楼主有劳了
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29#
发表于 2014-12-7 15:40 | 只看该作者
感谢LZ制作及分享!!!
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