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[询问] PES2010最新试玩心得,请求翻译

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发表于 2009-8-31 11:45 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
General Impressions
I felt the game was a little faster than when I got to play it a while back at around the 50% complete mark.  This wasn’t a bad thing, as the pace of play was still relatively slower than pes2009.  Personally I’d have liked it a tad slower, as earlier, but i’m probably being over picky there.
We were told that this version was the same one that has been seen by the WENB boys (Big shout out to Adam and Suff!), so it was around the 70% mark.
The general look and feel of the matches was very impressive.  You instantly get the feel that this is PES.  I don’t want to keep going on about the graphics, as you’ve probably heard enough from various sources about how stunning the game looks, but the game looks STUNNING!
PES players are not graphics whores by nature, but the facelift the visuals has really enhances the whole gaming experience.

Match day atmosphere feels very good.  The crowd noises are great.  We only played on a standard LCD screen with stereo speakers, so weren’t able to comment on surround sound capabilities of the game.  As Francis mentioned, there is a noticeable difference in cheers when home/away teams score, but I think we haven’t benefitted from hearing it on surround sound properly.
Again I was expecting to be able to hear away players being booed, and other little nuances like that, but they weren’t present in this build.

Unfortunately contrary to what Francis reported, crowd chants are still present.  I played as Liverpool, and could still hear the world famous (not!) “Liverpool, Liverpool, Liverpool” chant that Konami has incorporated.  It wasn’t as prominent as in PES2009 audibly, but it’s there and is enough to make me shudder.  I’m really hoping that Konami ditch crowd chants for specific teams and concentrate on crowd dynamics matching the action on the pitch, so fingers crossed Konami do this for us.  The ability to import team chants would take care of individuals who prefer to hear them in my opinion.
In this playtest, my main focus was on gameplay, and not on the various modes of play. I had a very brief look at the master league mode, and this time round you will need to either read the manual, or pay attention to the on screen help to get you into action.  Which is very refreshing and a very welcome challenge which I think many of us will enjoy.  Master League now has the revamp that we’ve been screaming out for.
I played on both the PS3 and 360 versions of the game.  There are currently differences between them graphically and possibly a little in the game play too.  Currently the 360 version seems to have a bit more polish to it as Francis mentioned.  I don’t want to start a flame war on which version is going to be better or anything like that.   I fully expect both versions to be pretty much identical come launch.

360 control
Now that we have 360 control we need to understand what it is in PES.  First I can clear up that the PS3 dpad has 16 way control and the 360 dpad has 8 way control.  I’m being told this difference is due to hardware limitations and should not be attributed to Konami.
Anyway the left analogue sticks have full 360 control.  What this means for the control system is that when you are not in control of the ball you have full control of how players move.  This freedom may come as a shock to some people.  Because we’ve been used to the players pretty much knowing where to expect the ball,  automatically having total control of where you position players can be a bit of a shock.  Some people may complain initially that the ball didn’t go straight to a player’s feet, or that they moved away from the ball when they were receiving a pass.  These are the sorts of things you are going to have to learn to do, as you would in the real game.  The game is less on rails, and the onus is on you to control your players and move them as you see fit.

Well, now everyone should expect to get reacquainted with how to play the game.  Yes it does still feel familiar but be prepared for some new thrills and spills as you get to grips with how to play the beautiful game.
360 control does not mean you can pull off physically impossible movements from one angle to another.
It means that you have a fully subtle range of movements which you have in a normall physical fashion.
You now have to think about what your players body position is and how to move into another position naturally.  For example whilst running forward you can’t suddenly change direction and start running in angles greater than 45 degrees with no change in pace.
As I’ve previously said you can’t run full pelt then change direction by 90 degrees as you currently can.
Players slow down when trying sharper turning on the ball.  This means that you have to learn to slow down and speed up to make full use of your new found 360 degree movement.  The faster you are, the harder it is to make sudden direction changes - obviously highly skilled dribblers will have an easier time of trying that less skilled players.   Yes there is familiarity in feel and play, but there are enough differences to make you sit up and pay attention to what you’re doing in game.

Player movement animations have been considerably increased.  You now get the feel that there are different types of players with more movement styles evident.  The last two PES games have had a very robotic feel to them, with the same singular player animations in use.  Now you have a few running styles which feel more natural.  The stiff comedy running is no more.
Long balls
Another great change that I also found was that long balls were more satisfying to pull off.  I generally don’t use long balls all that much in my own playing style because I tend to find them to hinder my game rather than enhance it. Long balls previously used to slow down play for my liking.  But now I felt that they were more useful and helped keep the flow of my attacks more.  The ball physics are better than ever, and have a very natural feel which means you feel more in control of the ball and what you choose to do with it.
Equally crossing from the wings is so much more satisfying since you now can practically pinpoint where you want the ball to go.  I didn’t mess around with the types of crossing modes so it was in default mode, but there were times when my crosses went way over to a further area than I expected.  But that was because I was expecting the usual semi auto crossing to take place where we generally know where the ball will go.
Shooting
Shooting also felt very satisfying.  I felt like the players were really connecting with the ball.
Shots varied depending on body position so it was intuitive.  Chipping has been fixed and I was instantly comfortable with them too.  I scored a couple of great chipped goals, so thumbs up from me.

Goalkeepers
Unfortunately once again the keepers in the version we played did not allow you to choose which defender to kick the ball out to from goalkicks.  The default first defender is still the only recipient of a short ball out.
Apparently you should be able to use the right analogue stick which is still the manual pass stick to take goal kicks and pass the ball to any player you see fit.
Keepers were ok I didn’t see any real dodgy clangers going in or anything like that.

The one new feature which was present which I think really opens up goal keeping was the ability to press the right analogue stick in to give you total control of the keeper.  What this did was allow you to rush out at players in the area and give you more say in how you defend against an attack.  Its a bold innovative system which works very well.
It will of course mean you will need to learn how and when to switch to manual control in play to stop
attacks, but ultimately you are rewarded with unprecedented richness should you be brave enough to try it.
One thing I should mention is that when you activate keeper control, you remain in control until you press the
right analogue stick back in again.  If you don’t press in it again all your outfield players are CPU controlled.
So that could throw some people who expect the control outfield players automatically when the keeper plays the ball to anyone.

Odds and sods
Still present in this build were the old invisible barriers that we know and love to hate.
Again we were expecting these to not be present, but again it could just have been the feature wasn’t included in our build.  Because of build differences I don’t want to be critical of the game.
Now that we have access to early dev builds of the game we must be careful to ensure we only report issues which we expected to have been dealt with and not moan about things which we are being told are being addressed.  It is very easy to get into a state where this privilege that has been afforded to us by Konami could inadvertantly bring about bad publicity for them through basic miscommunication.
We are very keen to avoid this situation.  I am expecting us to get to play at least one more build very soon.  If the features are still missing at that advanced a stage, then I think we can begin to worry.  But so far Konami have been true to their word in their dealings with us, and we respect that, and won’t do anything to misrepresent any information they afford us.

The trick stick still isn’t present as I had hoped.  You still have to use R2( or RT on the 360) to trigger tricks with the left analogue stick/d pad.  The right analogue still is still the manual pass stick.  Again there have been mixed messages about this, so again it could be a feature that didn’t make the build played, so once again I ask you to reserve judgement on this for now.  I will try to get the official position on this as soon as I can.  So with the current implementation of tricks, being the same as pes2009, I felt a bit more comfortable with it, but given a choice, i’d ditch it.
Stadiums
There are 22 stadiums in all.  The pitches have their own grass patterns, and look very lush.
They definitely are more  pleasing to play on.

Summary
I left the playtest with a quiet confidence about PES2010.  We’re well onto our way to getting a serious game that has bounced back.  I am holding back from declaring my undying love for it, because we’re on the home straight, but the race isn’t over yet.  It would be easy for Konami to start to wave to the crowds and even perhaps sign a few autographs, and offer self-congratulatory smiles to the crowds with the finish line in sight.  But the big three sites which in my opinion are us guys at PESGaming, WENB and PESFan (in no particular order) will be continuing to provide feedback and request more out of Konami until the very last minute, because there are still small details to iron out.
I’m trying to think of negatives to point out, as I did with my previous playtest, but I can honestly say that there isn’t anything that sticks out that is fundamentally wrong with the game.  We need to play a build that is closer to the finished product to categorically state whether the last few features that we want to see implemented are added (such as the invisible throw-in barriers, keeper goal kicks etc, as well as online play).

I’d like to take this opportunity to say a huge thank you to Konami for implementing 360 control in the game.
It’s absolutely amazing that after the complaints people made after the previous playtest, that Konami listened to what we wanted, and implemented a vital feature - and it works!  It’s not a bodged implementation that partially works, but a proper new feature that they can be rightfully proud of.  They listened to what we wanted to see in PES, so please do express your appreciation for the hard work Konami have put into adding features into the game at this late stage.

Finally, I’ve added a section below where I’ve answered a small selection of questions a couple of guys put forward.
PES Questions
Questions from Firsty First of the Firsters!:
1) Can you confirm who is doing the commentary and whether or not it is any better this year?
Usual commentary - nothing great - i think we need to help define what we’d like from commentary going forward.
2) Do the crowd chants sound droney still?
Droney but less noticeable.  i used to get somewhat nauseous playing pes2009 because of the inane chants.
3) Did you get to play an online game?
I’m afraid not.
4) Did they say what new features will be online this year?
Sorry - didn’t look into this - will ask more next time.
5) Are there any differences with the free kicks this year?
Same free kicks well done though.  You feel more in control of shots.
6) How hard are penalties now with the new controls?
As Francis said, in game the pens were different as you take them from the ingame camera view.
Penalty modes still have the normal view we’re used to.  Taking penalties is a bit more of an art form, which you would be best advised to practice with your better penalty takers.
7) Does/will the PS3 and 360 version have the faint offside lines like the Wii 2010 version does for when your players stray offside?
That’s a good idea, but unfortunately it’s not in there.
8) Did you get to see the Edit mode at all?

Sorry - i didn’t look at it - my bad!  will make a point to further investigate next time.
9) What can you do in the training mode?
Usual training modes
10) Are there still ’sweetspots’ where goals can be scored?
Not that I could see in 2.5 hours of play.  Goals were hard to come by. I had to work hard for openings.
Teams are harder to break down so I couldn’t just use the same tactic to break teams down to create shooting chances.
11) How do the new sliders work in real live gameplay? i.e. assigned to hot keys?
The sliders are settings you will tend to set pre-match, and perhaps at half time.  there isn’t an option to change them ingame.  I don’t think they were designed to be dynamic sliders, but there are options for auto-settings, where basically you can get the cpu to assist with formation changes during game to adapt to your play.  Though I didn’t concentrate on seeing how this feature affected play.
Since this is a new feature, perhaps it can be matured over time to better suit our needs.  Like yourself, I personally would like the option to change slider settings in game - but how do you do this intuitively and fluently mid-game?
12) Have the keepers got any better?

Once again we were prepped to expect the keepers to be a bit hit and miss, but once again I am pleased to say that I was fairly satisfied with them.  they weren’t poor that’s for sure.  there were some great animations during the game where the keepers made some great saves.
Questions from Aadam Dhorat:
1) Has konami removed the computer assist, meaning in the box does the player clear the ball without you telling him to, another scenario is if you are going to block tackle someone they do an auto slide tackle, and lastly when the ball is going to go out the player goes for the ball and you can’t stop the player moving?
I can’t say I noticed any such behaviour from defenders.  I felt pretty much in control of all player actions during gameplay.
2) Has the passing improved or is it the same, when you pass does the player pass it to the closest player, or have they integrated pressure sensitive passing, like when you hold the pass button for a long pass or if you tap it, it it does a short pass?
The passing system is fundamentally the same.  If you press the pass button normally you pass to the nearest player (in the direction of your choice), and keeing the pass button pressed passes to a player further away.
I think you are alluding to whether we have a pass meter which defines the strength of pass, which PES doesn’t have.  Hopefully that is something we can look to get incorporated moving forward.
3) Has the game loading times been dramatically cut down because they are very long and tiresome?
I didn’t really look at that properly to be honest, but the guys from WENB did praise it, so it’s quicker - honest!
4) My last question is the shooting, Has the shooting styles been varied meaning is it the same shooting  in the middle,top left,bottom left,top right,bottom right, can you shoot in between the middle and side post?
I didn’t try to exhaustively cover shooting, but what I did see of it, it was very good.  I had no complaints about shooting - I hope that answers your question!
If there are any more questions you would like answered, please use the comments section to ask them, or email me, and I will look to dedicate my PES OFF!! article this Thursday to answering your questions.
Cheers
Dougiedonut
(dougiedonut@pesgaming.com)
此消息出自[url=http://www.pesgaming.com/blog/]http://www.pesgaming.com/blog/[/url]

[ 本帖最后由 gzfigo2002 于 2009-8-31 15:37 编辑 ]
2#
发表于 2009-8-31 11:52 | 只看该作者
等翻译
3#
发表于 2009-8-31 11:54 | 只看该作者
PES2101:bz2: :bz2: :bz2:
4#
发表于 2009-8-31 11:54 | 只看该作者
2101:bz2:
5#
发表于 2009-8-31 11:56 | 只看该作者
提示: 作者被禁止或删除 内容自动屏蔽
6#
发表于 2009-8-31 12:01 | 只看该作者
2101日本已经不存在了,划入中国领土,那时就有官方的中文版了
7#
发表于 2009-8-31 12:10 | 只看该作者
2101
我的孙子会烧给我的
8#
发表于 2009-8-31 12:16 | 只看该作者
:bz6: 我晕了~~
9#
发表于 2009-8-31 12:18 | 只看该作者
还是等到2100年再翻译吧...~:bz2:
10#
发表于 2009-8-31 12:29 | 只看该作者
2101等到时候我告诉你
11#
发表于 2009-8-31 12:31 | 只看该作者
2101?看不到了……:bz36:
12#
发表于 2009-8-31 12:31 | 只看该作者
2101将是春哥的天下!!
13#
发表于 2009-8-31 12:44 | 只看该作者
一般印象
我觉得比赛是快一点比我发挥了它在50%左右完成标志着在回来。这不是什么坏事,因为比赛的进程仍相对低于pes2009。我个人希望有一点点低,提前,但我可能有过分挑剔。
我们被告知,这个版本是相同的一个已被WENB男孩(大喊叫亚当和Suff!看到),所以约70%的大关了。
一般的外观和感觉的比赛是非常令人印象深刻。您可以立即获得觉得这是PES的。我不希望继续对图形去,你可能已经听到有关如何惊人的各种来源的游戏足够的外观,但是游戏看起来迷人!
PES的球员不是由自然图形妓女,但整容的视觉效果确实提高了整个游戏体验。
比赛当天的气氛感觉非常好。人群噪音也很大。我们只打了一个标准的液晶屏幕立体声扬声器,因此无法作出评论环绕声的游戏功能。正如弗朗西斯提到,有一个显着差异时,欢呼声家/离开球队得分,但我觉得我们没有听到它的环绕声正确受惠。
我再次期待能够听到球员,嘘声以外,和其他类似的一些细微差别,但他们不是在此版本存在。
不幸的是相反的是弗朗西斯报道,人群圣歌仍然存在。我打的利物浦,并且仍然能够听到世界著名的(不!)“利物浦,利物浦,利物浦”唱的科乐美已将。这不是在为突出PES2009出声来,但它的存在,并不足以让我不寒而栗。我真的希望科乐美放弃对特定人群圣歌队,集中力量相匹配的人群在球场上的行动力度,使手指交叉科乐美为我们做这一点。进口的能力,团队圣歌将个人谁喜欢听,我认为他们的照顾。
在这playtest,我的主要焦点是游戏,而不是对游戏的各种模式。我有一个在大师联赛的模式很简单看看,这一回你将需要或在屏幕上阅读手册,或注重帮助你进入行动。这是非常令人耳目一新的一个非常值得欢迎的挑战,我相信我们将从中获益。大师联赛现在的改革,我们已经为尖叫。
我打得同时在PS3和360的游戏版本。目前有图形之间的分歧,并可能在游戏太少。目前,360版本似乎一点波兰是把它当成弗朗西斯提及。我不想开始战争的火焰的是哪个版本会更好之类的事情。我完全相信两个版本,几乎相同来发射。
360控制
现在我们有360的控制,我们需要了解它是PES的。首先,我可以明确说,PS3的dpad有16个地控制和360 dpad有8路控制。我被告知这种差异是由于硬件限制,不应归咎于科乐美。
但无论如何,左模拟360支完全控制。什么的控制系统,这意味着是,当你不在球的完全控制你的球员如何移动控制。这种自由可能令一些人震惊。因为我们已经习惯了的球员几乎知道去哪里期望球,自动拥有完全控制你的位置的球员可能是有点意外。有些人可能会抱怨最初的球并没有直接进入到一个球员的脚,或他们已经从当他们接到一通球了。这些都是事你将要学会做排序,你会在真正的游戏。游戏是减少对轨,并有责任是你可以控制你的球员,并把它们作为您认为合适的。
那么,现在每个人都应该期望得到解说中重新认识如何玩游戏。是的,它不熟悉,但还是觉得对于一些新的刺激编制和泄漏和你如何打漂亮的比赛得以稳定下来。
360控制并不意味着你可以从物理拉从一个角度无法运动到另一个。
这意味着你有一个运动,你在normall物理方式,充分微妙范围。
你现在必须想想你的球员身体状况,以及如何移动到另一个位置,自然。例如同时运行着你不能突然改变方向,开始运行的角度大于45,没有变化的步伐度。
正如我以前说过你不能运行完整的皮毛,然后更改90度方向您目前可以。
玩家在试图放慢球清晰的转折点。这意味着,你必须学会放慢和加快充分利用您的新发现360度运动。你越快,就越是要突然改变方向-显然高技能dribblers将有一次试图少容易有经验的选手。是的,在有比赛的感觉和熟悉,但也存在一些分歧,让你坐起来,注意什么你在做游戏。
球员的运动动画已经大大增加。你现在得到的感觉有不同类型的球员有更多的运动风格明显。最后两个PES的比赛有很机器人对他们的感觉,同样在使用单数的球员动画。现在你有几个运行的风格,觉得更自然。僵硬的喜剧运行已不复存在。
龙球
另一个巨大的变化,我还发现,长传球更满意的拉过。我一般不使用我自己的比赛风格都那么多的长传,因为我倾向于认为它们是阻碍我的比赛,而不是扩大它。以前使用的长传球减缓我喜欢玩。但现在我觉得他们更有益的帮助让我的攻击更流。球物理比以往更好,并有一个非常自然的感觉,这意味着你觉得球的控制更加以及您选择用它做。
同样从两翼跨越如此多的更令人满意,因为你现在可以切实找准你想要去的球。我没有更动跨越模式的类型,以便它在默认模式是,但有些时候我去的方式穿越了一个进一步面积比我的预期。但是,这是因为我期待通常半自动采取交叉的地方,我们一般知道球会。
射击
射击也感到很满意。我感觉真的球员与球连接。
射门的差别,取决于身体的位置,所以是凭直觉。切削已得到修复,并立即与我是他们舒服了。我取得了很大缺口目标的情侣,所以从我竖起大拇指。
守门员
不幸再次发挥的版本,我们不容许你选择的后卫踢的球从goalkicks到饲养。默认的第一后卫仍然是唯一一个短球出收件人。
显然,您应该能够使用正确的模拟棒,这仍然是手工传递坚持采取目标踢和传球给任何你认为合适的球员。
守护者都是OK,我没有看到任何真正的躲闪clangers或类似的东西去。
一个新的功能,是目前我认为真正打开了目标保持一致,是能否按正确的模拟坚持以让您的门将完全控制。这却是什么让你冲出在该地区的球员,给你更多的发言权,你如何对一个进攻防守。它是一种大胆的创新体系运作非常良好。
这将意味着当然,你需要学习如何和何时在游戏切换到手动控制停止
攻击,但最终你正在以前所未有的丰富奖励你应该勇于尝试。
有一件事我要提的是,当您激活门将控制,你留在控制,直到您按下
坚持正确的模拟再次回来。如果你不按再次在所有的外场球员CPU控制。
因此,这将会导致一些人预计,谁控制球的纪录时自动播放的门将把球给任何人。
赔率和草皮
仍然存在,在此建立了老,我们知道爱恨无形障碍。
同样,我们预期这些不存在,但同样有可能只是该功能没有被列入我们的建设。由于建设的差异,我不想成为比赛的关键。
现在,我们已经获得早期dev的基础,我们必须小心,以确保我们只报道问题,我们期望得到处理,而不是抱怨的事情,我们被告知正在解决的游戏。这是很容易进入一个有这种特权已经提供给我们的科乐美可能不经意地为他们带来不好的宣传,通过基本的沟通不畅的状态。
我们非常希望避免这种情况。我希望我们可以玩至少再建造很快。如果功能仍然失踪的,先进的阶段,那么我认为我们可以开始担心。但到目前为止,科乐美一直信守诺言,在与我们打交道,我们尊重这一点,不会做任何歪曲的任何信息,他们给我们提供。
诀窍仍然坚持不存在,因为我所希望的。你仍然需要使用360 R2的(或往返)触发与左模拟坚持把戏/天垫。正确的模拟仍然仍然是手工传递棒。同样有这个混合邮件,所以这又可能是一种功能,并没有生成发挥,所以我再次请你保留这个现在判断。我会尝试获得关于这个,只要我能官方立场。所以,在目前的执行手段,是一样pes2009,我觉得有点更舒服一些,但是有一个选择,我会抛弃它。
体育场馆
共有22个场馆在所有。在摊位都有自己的草模式,看起来非常茂盛。
他们肯定更令人高兴的发挥。
摘要
我离开了一个有关PES2010安静的信心playtest。我们也把我们的做法得到一个严重的游戏,如今已经回升。我退缩宣布它从我的永恒的爱,因为我们在家里很直,但比赛还没有结束。这将是容易的科乐美开始向人群挥手,甚至可能签署一些签名,并提供沾沾自喜微笑与视线终点线的人群。但最大的三个地点,我觉得这些都是我们在PESGaming,WENB和PESFan球员(排名不分先后)将继续提供反馈意见,并要求科乐美多,直到最后一分钟,因为还有一些细节,以铁外面的。
我试着想,负片指出,正如我以前playtest与我一样,但我可以诚实地说,没有任何枝指出,根本上是错误的游戏。我们需要发挥建设是接近成品明确说明是否过去几年的特点,我们希望看到实施的补充(如投入无形壁垒,门将踢等目标,以及线上游戏) 。
我想借此机会说,一个巨大的感谢在游戏中实施360控制你科乐美。
这真是太神奇了,经过投诉后,以前的playtest使人民,科乐美听了我们想要的,并实施了一个重要的特点-它的作品!这不是一个bodged实现,部分工程,但适当的新功能,他们可以理所当然地以此自豪。他们听取了我们所希望看到PES的,所以请不要表达你的辛勤工作表示赞赏科乐美已经进入加入到游戏中在最后阶段的特点提出。
最后,我已经添加了下面一节在那里我已经回答了一小部分问题的家伙夫妇提出的。
PES的问题
从Firsty的Firsters的第一个问题!:
1)你能否证实谁在评注和是否是在今年有更好?
通常的评论-什么伟大的-我认为我们必须帮助确定那些我们想要的评论向前发展。
2)不要在人群吟唱声德罗尼仍然?
德罗尼但不显着。我常常会扮演有点恶心,因为空洞的圣歌pes2009。
3)你可以玩在线游戏?
恐怕不行。
4)难道他们说什么新功能将在今年网上?
遗憾-没有研究这个问题-将要求更多的下一次。
5)是否有与自由的任何分歧踢今年呢?
同样的任意球做得很好,但。你觉得在拍摄的控制措施。
6)如何努力与新的管制措施惩罚呢?
正如弗朗西斯说,在游戏的笔作为你把相机从游戏内查看它们的不同。
罚款模式仍然有正常的观点来看,我们已经习惯了。以刑罚为更多的一种艺术形式,你最好建议实践效果较好的点球手位。
7)是否/将PS3和360版本具有的2010年版的Wii微弱越位线路,当你的球员是否越位流浪?
这是一个好主意,但不幸的是它不是在那里。
8)你能看到编辑模式呢?
对不起-我没有看它-我的坏!将作出进一步调查点下一次。
9)你可以做什么,在培训模式?
常见的培训模式
10)还有没有'sweetspots',其中目标是可以取得?
这并不是因为我可以看到2.5游戏的时间。目标是很难得的。我必须努力工作,开口。
团队是很难打破的,我不能只用相同的手法来压制住对手,创造投篮机会。
11)如何在现实生活的游戏新滑块的工作?即分配给热键?
滑块的设置,你往往会设置前一半时间比赛,也许。没有一个选择去改变的游戏内。我不认为他们被设计为动态的滑块,但也有汽车选项的设置,在那里你可以得到基本的CPU在游戏与变化,协助形成适应您的播放。虽然我没有集中,看到此功能的影响作用。
由于这是一项新功能,或许可以成熟,随着时间的推移,以更好地满足我们的需要。你一样,我个人想选择更改游戏滑块设置-但你怎样做到这一点直观,流畅游戏中?
12)有饲养得到任何改善?
我们再一次prepped期望饲养到有点碰运气,但我再次高兴地说,我与他们相当满意。他们并不差,是肯定的。期间有一些伟大的游戏动画如饲养了一些伟大的扑救。
从阿达姆韦Dhorat问题:
1)香港科乐美中删除计算机协助,这意味着在方块中没有你的播放器没有明确告诉他球,另一种情况是,如果你要对付的人阻止他们自动铲球,最后当球会走出去的球员去的球,你不能停止播放器移动?
我不能说我发现任何此类行为捍卫者。我感到相当的游戏中所有球员的行动控制了。
2)是否已通过改善还是一样,当你通过不通过的球员到最接近的球员,或者是把压力传递敏感,就像当你长期持有通过通过按钮或如果你点击它,它本身就是一个短传?
合格制度基本上是相同的。如果您按下按钮,通过正常传递到最近的球员(在您选择的方向),以及keeing的通过按下按钮传递到更远的球员。
我认为你是暗指我们是否有合格的计量器,规定了合格的力量,而聚醚砜没有。希望这是我们可以期待着能加入前进。
3)具有游戏的载入时间已大幅减少,因为他们是很长,烦人?
我真的不看,妥善诚实,但从WENB的球员却大加赞赏,因此它的速度-诚实!
4)我最后的问题是射击,一直有不同的拍摄风格,是它的含义在同一拍摄中,左上角,左下角,右上角,右下角,你能在拍摄中与中方职位?
我没有试图彻底覆盖射击,但我没有看到它,它是非常好的。我对射击没有抱怨-我希望这回答您的问题!
如果有更多的问题,你想回答,请使用注释部分,要求他们,或给我发电子邮件,我将奉献我的期望PES的关!这条星期四回答您的问题。
干杯
14#
发表于 2009-8-31 12:45 | 只看该作者
一般印象
我觉得比赛是快一点比我发挥了它在50%左右完成标志着在回来。这不是什么坏事,因为比赛的进程仍相对低于pes2009。我个人希望有一点点低,提前,但我可能有过分挑剔。
我们被告知,这个版本是相同的一个已被WENB男孩(大喊叫亚当和Suff!看到),所以约70%的大关了。
一般的外观和感觉的比赛是非常令人印象深刻。您可以立即获得觉得这是PES的。我不希望继续对图形去,你可能已经听到有关如何惊人的各种来源的游戏足够的外观,但是游戏看起来迷人!
PES的球员不是由自然图形妓女,但整容的视觉效果确实提高了整个游戏体验。
比赛当天的气氛感觉非常好。人群噪音也很大。我们只打了一个标准的液晶屏幕立体声扬声器,因此无法作出评论环绕声的游戏功能。正如弗朗西斯提到,有一个显着差异时,欢呼声家/离开球队得分,但我觉得我们没有听到它的环绕声正确受惠。
我再次期待能够听到球员,嘘声以外,和其他类似的一些细微差别,但他们不是在此版本存在。
不幸的是相反的是弗朗西斯报道,人群圣歌仍然存在。我打的利物浦,并且仍然能够听到世界著名的(不!)“利物浦,利物浦,利物浦”唱的科乐美已将。这不是在为突出PES2009出声来,但它的存在,并不足以让我不寒而栗。
我真的希望科乐美放弃对特定人群圣歌队,集中力量相匹配的人群在球场上的行动力度,使手指交叉科乐美为我们做这一点。进口的能力,团队圣歌将个人谁喜欢听,我认为他们的照顾。
在这playtest,我的主要焦点是游戏,而不是对游戏的各种模式。我有一个在大师联赛的模式很简单看看,这一回你将需要或在屏幕上阅读手册,或注重帮助你进入行动。这是非常令人耳目一新的一个非常值得欢迎的挑战,我相信我们将从中获益。
大师联赛现在的改革,我们已经为尖叫。
我打得同时在PS3和360的游戏版本。目前有图形之间的分歧,并可能在游戏太少。目前,360版本似乎一点波兰是把它当成弗朗西斯提及。我不想开始战争的火焰的是哪个版本会更好之类的事情。
我完全相信两个版本,几乎相同来发射。
360控制
现在我们有360的控制,我们需要了解它是PES的。首先,我可以明确说,PS3的dpad有16个地控制和360 dpad有8路控制。我被告知这种差异是由于硬件限制,不应归咎于科乐美。
但无论如何,左模拟360支完全控制。什么的控制系统,这意味着是,当你不在球的完全控制你的球员如何移动控制。这种自由可能令一些人震惊。因为我们已经习惯了的球员几乎知道去哪里期望球,
自动拥有完全控制你的位置的球员可能是有点意外。有些人可能会抱怨最初的球并没有直接进入到一个球员的脚,或他们已经从当他们接到一通球了。这些都是事你将要学会做排序,你会在真正的游戏。游戏是减少对轨,并有责任是你可以控制你的球员,并把它们作为您认为合适的。
那么,现在每个人都应该期望得到解说中重新认识如何玩游戏。是的,它不熟悉,但还是觉得对于一些新的刺激编制和泄漏和你如何打漂亮的比赛得以稳定下来。
360控制并不意味着你可以从物理拉从一个角度无法运动到另一个。
这意味着你有一个运动,你在normall物理方式,充分微妙范围。
你现在必须想想你的球员身体状况,以及如何移动到另一个位置,自然。例如同时运行着你不能突然改变方向,开始运行的角度大于45,没有变化的步伐度。
正如我以前说过你不能运行完整的皮毛,然后更改90度方向您目前可以。
玩家在试图放慢球清晰的转折点。这意味着,你必须学会放慢和加快充分利用您的新发现360度运动。你越快,就越是要突然改变方向-显然高技能dribblers将有一次试图少容易有经验的选手。
是的,在有比赛的感觉和熟悉,但也存在一些分歧,让你坐起来,注意什么你在做游戏。
球员的运动动画已经大大增加。你现在得到的感觉有不同类型的球员有更多的运动风格明显。最后两个PES的比赛有很机器人对他们的感觉,同样在使用单数的球员动画。现在你有几个运行的风格,觉得更自然。僵硬的喜剧运行已不复存在。
龙球
另一个巨大的变化,我还发现,长传球更满意的拉过。我一般不使用我自己的比赛风格都那么多的长传,因为我倾向于认为它们是阻碍我的比赛,而不是扩大它。以前使用的长传球减缓我喜欢玩。但现在我觉得他们更有益的帮助让我的攻击更流。
球物理比以往更好,并有一个非常自然的感觉,这意味着你觉得球的控制更加以及您选择用它做。
同样从两翼跨越如此多的更令人满意,因为你现在可以切实找准你想要去的球。我没有更动跨越模式的类型,以便它在默认模式是,但有些时候我去的方式穿越了一个进一步面积比我的预期。
但是,这是因为我期待通常半自动采取交叉的地方,我们一般知道球会。
射击
射击也感到很满意。我感觉真的球员与球连接。
射门的差别,取决于身体的位置,所以是凭直觉。切削已得到修复,并立即与我是他们舒服了。我取得了很大缺口目标的情侣,所以从我竖起大拇指。
守门员
不幸再次发挥的版本,我们不容许你选择的后卫踢的球从goalkicks到饲养。默认的第一后卫仍然是唯一一个短球出收件人。
显然,您应该能够使用正确的模拟棒,这仍然是手工传递坚持采取目标踢和传球给任何你认为合适的球员。
守护者都是OK,我没有看到任何真正的躲闪clangers或类似的东西去。
一个新的功能,是目前我认为真正打开了目标保持一致,是能否按正确的模拟坚持以让您的门将完全控制。这却是什么让你冲出在该地区的球员,给你更多的发言权,你如何对一个进攻防守。它是一种大胆的创新体系运作非常良好。
这将意味着当然,你需要学习如何和何时在游戏切换到手动控制停止
攻击,但最终你正在以前所未有的丰富奖励你应该勇于尝试。
有一件事我要提的是,当您激活门将控制,你留在控制,直到您按下
坚持正确的模拟再次回来。如果你不按再次在所有的外场球员CPU控制。
因此,这将会导致一些人预计,谁控制球的纪录时自动播放的门将把球给任何人。
赔率和草皮
仍然存在,在此建立了老,我们知道爱恨无形障碍。
同样,我们预期这些不存在,但同样有可能只是该功能没有被列入我们的建设。由于建设的差异,我不想成为比赛的关键。
现在,我们已经获得早期dev的基础,我们必须小心,以确保我们只报道问题,我们期望得到处理,而不是抱怨的事情,我们被告知正在解决的游戏。
这是很容易进入一个有这种特权已经提供给我们的科乐美可能不经意地为他们带来不好的宣传,通过基本的沟通不畅的状态。
我们非常希望避免这种情况。我希望我们可以玩至少再建造很快。如果功能仍然失踪的,先进的阶段,那么我认为我们可以开始担心。但到目前为止,科乐美一直信守诺言,在与我们打交道,我们尊重这一点,不会做任何歪曲的任何信息,他们给我们提供。
诀窍仍然坚持不存在,因为我所希望的。你仍然需要使用360 R2的(或往返)触发与左模拟坚持把戏/天垫。正确的模拟仍然仍然是手工传递棒。同样有这个混合邮件,所以这又可能是一种功能,并没有构建起,
因此,我再次请你保留这个现在判断。我会尝试获得关于这个,只要我能官方立场。所以,在目前的执行手段,是一样pes2009,我觉得有点更舒服一些,但是有一个选择,我会抛弃它。
体育场馆
共有22个场馆在所有。在摊位都有自己的草模式,看起来非常茂盛。
他们肯定更令人高兴的发挥。
摘要
我离开了一个有关PES2010安静的信心playtest。我们也把我们的做法得到一个严重的游戏,如今已经回升。我退缩宣布它从我的永恒的爱,因为我们在家里很直,但比赛还没有结束。这将是容易的科乐美开始向人群挥手,甚至可能签署一些签名,
并提供自我与终点线在望祝贺的人群微笑。但最大的三个地点,我觉得这些都是我们在PESGaming,WENB和PESFan球员(排名不分先后)将继续提供反馈意见,并要求科乐美多,直到最后一分钟,因为还有一些细节,以铁外面的。
我试着想,负片指出,正如我以前playtest与我一样,但我可以诚实地说,没有任何枝指出,根本上是错误的游戏。
我们需要发挥建设是接近成品明确说明是否过去几年的特点,我们希望看到实施的补充(如投入无形壁垒,门将踢等目标,以及线上游戏) 。
我想借此机会说,一个巨大的感谢在游戏中实施360控制你科乐美。
这真是太神奇了,经过投诉后,以前的playtest使人民,科乐美听了我们想要的,并实施了一个重要的特点-它的作品!这不是一个bodged实现,部分工程,但适当的新功能,他们可以理所当然地以此自豪。他们听取了我们所希望看到的聚醚砜,
所以请不要表达你的辛勤工作表示赞赏科乐美已经把他加入到游戏中在最后阶段的特点。
最后,我已经添加了下面一节在那里我已经回答了一小部分问题的家伙夫妇提出的。
PES的问题
从Firsty的Firsters的第一个问题!:
1)你能否证实谁在评注和是否是在今年有更好?
通常的评论-什么伟大的-我认为我们必须帮助确定那些我们想要的评论向前发展。
2)不要在人群吟唱声德罗尼仍然?
德罗尼但不显着。我常常会扮演有点恶心,因为空洞的圣歌pes2009。
3)你可以玩在线游戏?
恐怕不行。
4)难道他们说什么新功能将在今年网上?
遗憾-没有研究这个问题-将要求更多的下一次。
5)是否有与自由的任何分歧踢今年呢?
同样的任意球做得很好,但。你觉得在拍摄的控制措施。
6)如何努力与新的管制措施惩罚呢?
正如弗朗西斯说,在游戏的笔作为你把相机从游戏内查看它们的不同。
罚款模式仍然有正常的观点来看,我们已经习惯了。以刑罚为更多的一种艺术形式,你最好建议实践效果较好的点球手位。
7)是否/将PS3和360版本具有的2010年版的Wii微弱越位线路,当你的球员是否越位流浪?
这是一个好主意,但不幸的是它不是在那里。
8)你能看到编辑模式呢?
对不起-我没有看它-我的坏!将作出进一步调查点下一次。
9)你可以做什么,在培训模式?
常见的培训模式
10)还有没有'sweetspots',其中目标是可以取得?
这并不是因为我可以看到2.5游戏的时间。目标是很难得的。我必须努力工作,开口。
团队是很难打破的,我不能只用相同的手法来压制住对手,创造投篮机会。
11)如何在现实生活的游戏新滑块的工作?分配给热键,即?
滑块的设置,你往往会设置前一半时间比赛,也许。没有一个选择去改变的游戏内。我不认为他们被设计为动态的滑块,但也有汽车选项的设置,在那里你可以得到基本的CPU在游戏与变化,协助形成适应您的播放。
虽然我没有集中,看到此功能的影响作用。
由于这是一项新功能,或许可以成熟,随着时间的推移,以更好地满足我们的需要。你一样,我个人想选择更改游戏滑块设置-但你怎样做到这一点直观,流畅游戏中?
12)有饲养得到任何改善?
我们再一次prepped期望饲养到有点碰运气,但我再次高兴地说,我与他们相当满意。他们并不差,是肯定的。期间有一些伟大的游戏动画如饲养了一些伟大的扑救。
从阿达姆韦Dhorat问题:
1)香港科乐美中删除计算机协助,这意味着在方块中没有你的播放器没有明确告诉他球,另一种情况是,如果你要对付的人阻止他们自动铲球,最后当球会走出去的球员去的球,你不能停止播放器移动?
我不能说我发现任何此类行为捍卫者。我感到相当的游戏中所有球员的行动控制了。
2)是否已通过改善还是一样,当你通过不通过的球员到最接近的球员,或者是把压力传递敏感,就像当你长期持有通过通过按钮或如果你点击它,它本身就是一个短传?
合格制度基本上是相同的。如果您按下按钮,通过正常传递到最近的球员(在您选择的方向),以及keeing的通过按下按钮传递到更远的球员。
我认为你是暗指我们是否有合格的计量器,规定了合格的力量,而聚醚砜没有。希望这是我们可以期待着能加入前进。
3)具有游戏的载入时间已大幅减少,因为他们是很长,烦人?
我真的不看,妥善诚实,但从WENB的球员却大加赞赏,因此它的速度-诚实!
4)我最后的问题是射击,一直有不同的拍摄风格,是它的含义在同一拍摄中,左上角,左下角,右上角,右下角,你能在拍摄中与中方职位?
我没有试图彻底覆盖射击,但我没有看到它,它是非常好的。我对射击没有抱怨-我希望这回答您的问题!
如果有更多的问题,你想回答,请使用注释部分,要求他们,或给我发电子邮件,我将奉献我的期望PES的关!这条星期四回答您的问题。
干杯
Dougiedonut
15#
发表于 2009-8-31 12:46 | 只看该作者
卧槽!楼上的比我快了一步........而且都是爱词霸的翻译...............
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