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[询问] pes2010 news 谁翻译一下

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发表于 2009-8-28 22:48 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
Eurogamer.de Interview Seabass


Another interview with Seabass here, this time from Eurogamer.de.

In the interview, he talks about a change in approach during development, 360 control and of course, online gameplay

“2009 was not a good year for PES Productions. On the slow search for the perfect balance for one, but surely lost the game superannuated Tokyo's progress from his eyes and had to be unanimous, according to press enter over the second thoughts out of the house once eternal EA beaten. The Canadians had simply done more for the game and was able to flay's technically especially tidy impression. For 2010 we want to restore the "normal" again, and set with PES once again the benchmark in terms of football.

We have for you, with Shingo Takatsuka, the mastermind behind Pro Evolution Soccer to entertain. 'Seabass' about new beginnings, zone defense and realism.

Eurogamer: You're this year in a new situation. Last year was all the world that Fifa had overtaken PES. What effect did this have on the development of PES 2010?

Shingo 'Seabass' Takatsuka: We saw this a bit differently. In our opinion, FIFA was better last year than we did. They have not caught up. They were much better. Of course, our site is important, as FIFA is good or not, but that's not the point. Much more shocking for us was, however, as the PES-user thought. We have seen that they were not happy with PES 2009 and that was much more shocking for us and produced great pressure. Because of these reactions, we owe them a much better game in 2010.

That was the feeling with which we approach the development of PES 2010.

Eurogamer: How did the depressed in development?

Shingo 'Seabass' Takatsuka: With PES 2009 ended an era. PES 2010 is also for us an entirely new PES, a game that forms the basis of a new generation. We say this because we have changed the way in which we create PES. Until 2009, we have created the game action for action and assembled into a game. That was ok until 2009. But the gameplay became too arcade, action-on.

For PES 2010, we said to ourselves: we must change our approach. We have therefore set in from the front a number of goals: Where are we going, what players we wanted to target and how they should look the matches, and have been working on it. So we have changed the creative process.

Secondly, in PES 2010 we wanted to improve the attack of the players yet, but would not play games, which fall into too many goals. So we have developed a new style of zone defense, which ensures that your results are more realistic.

This type of development we have used the first time in 15 years and therefore we can say that we have with PES 2010 gameplay finally reached the next level. We also have the slider strategies and the card system to the players introduced. These features are also an example of the new approach.

Eurogamer: The 360-degree control has indeed FIFA announced as the first. Now she makes it. How long have you studied this technique already, and what do you think she is doing for Pro Evolution Soccer?

Shingo 'Seabass' Takatsuka: We actually have long experiment with the 360-degree control. We always thought a lot about when most would be the best timing for it. Only last year we thought it would have been the right time, then this year. We have always thought about the timing - and because FIFA is now also makes, of course, we thought we finally integrate them into our product. But it is not just a fight "Fifa makes it, so we have to." We have always experimented around with it and wanted to make the already quite a while.

In terms of ball control: That you should just try yourself time to figure out how to change the game. I can tell you however that may be observed especially on the side lines is a big change. Where the time the ball went out of bounds, they can be kept in PES 2010, with only a small move, perhaps still in the game. On the other hand, if you are not careful, you can carry the ball with the 360-degree control even easier out of play. You will feel this difference, then, very clearly. Especially on the lines.

Eurogamer: You look yourself a lot of football for research purposes? Therefore, you bring your new ideas?

Shingo 'Seabass' Takatsuka: Actually I get the main input of it if I PES players may see it while playing. This gives me a different perspective than when I watch real football. I can think of many more things that I could integrate into the game. There is always something to improve. In fact, I even had ideas for the next few years.

Eurogamer: With dribbling superstars could overcome in 2009, the defense is still too easy. How can you stop in 2010, this powerful player?

Shingo 'Seabass' Takatsuka: players like Ronaldo and Messi, so these dribbler themselves in genuine Football exceptional abilities, so they have in our game. For 2010, we did not want to weaken. Messi is a brilliant player and it would not be fair to reduce its value. Instead, we have renewed the zone defense system. It is our opinion the right way.

In real football Messi is to stop in one-on-one very difficult. But there are examples where such superstars are effectively taken out of play "because the team works together and the players to help out each other in the zone defense.

Eurogamer: Even the goalkeepers were a problem in the last game, right?

Shingo 'Seabass' Takatsuka: Yes, we have first improved somewhat, so that they can be not so easy this time loaded with tricks. Furthermore, we have the team we have always asked myself why it is so easy to overcome the keeper. Well, in real football, in a one-on-one situation, a completely free attacker a good chance to sink the ball.

Again, we have a little thought differently. We wanted to cooperate, the defenders anymore. So we have the defense system adapted so that a pure one-occur less frequently on-one situations. The defenders will defend the goal always coincided with the keeper to prevent the attack is not so easily have.

Eurogamer: What has changed in the champions league?

Shingo 'Seabass' Takatsuka: The Master League has visually changed. But this is not the most important. The most important changes stuck in the end. Some in the financial system: If you won a game's predecessors, you got a certain amount of points that were needed to guide the club. This time it's even income from sponsors. If your team goes on a tour that takes you to one more example, just like in real football.

In addition, it was then game over, if you had arrived in the red. This time, we thought, in reality this is not always the case. Even if one falls into the red, you can buy, for example, one player who is so popular, for example, that you get more viewers and thus deserves more money again. I believe this gives the game a larger management component. But there are so many other new things.

We have also integrated the true European league and the Champions League in the real Champions League. We wanted it in the Champions League comes to build, not just the players but also the association. To sum up: It's just become more interesting.

Eurogamer: The online was a problem in the previous game. What will be different this time?

Shingo 'Seabass' Takatsuka: Online in the past was a problem for us. We have therefore revised the system. To be precise, the PES 2008-360-based version of our favor because we felt that it worked best at the end.

There is also an online community and an online Champions League, are really great. Namely, if one line comes into the knockout stage of the tournament, it's just like in the real Champions League. This is very exciting.

Eurogamer: The game seems to be a little slower overall. Was the basis of realism concerns?

Shingo 'Seabass' Takatsuka: Yes, that is also connected with that of PES 2010 we changed our approach to development. We have set ourselves some goals at the beginning of development, have analyzed many aspects of real football, and implements this knowledge in the game. The balance of the players speed is a quantity that we have analyzed in great detail.
The thing is this: We need zusammendampfen a game like football that is played over 90 minutes to 10 minutes. So there must be differences in the sequence. Therefore, the flow of the game may seem a little slower to give pure realistic impression of the game.

Eurogamer: Is there a small new gameplay feature is that many people do not notice at first playing, but it is still very important?

Shingo 'Seabass' Takatsuka: This is probably mainly the new zone defense: So far, most attack situations, basically a one-on-one. That has changed now, thanks to the new zone defense. If you want to stop powerful dribbler like Messi you have to slow down their attack just to attack, they may not. In this way we get more support from other midfielders or defenders. This is something that has not previously happened.
I recommend all players as well, Straddle once more. This year, the straddle is in fact quite different. Tried it!”

Source: Eurogamer

Thanks to ChaosPlayer for the heads up, and if you want to check the interview out in it's original text, check out the Eurogamer website
2#
发表于 2009-8-28 22:50 | 只看该作者
等翻译啊!~:bz16:
3#
发表于 2009-8-28 23:06 | 只看该作者
快来EN高手翻译啊!!!
4#
发表于 2009-8-28 23:11 | 只看该作者
好长
坐等翻译帝
5#
发表于 2009-8-28 23:52 | 只看该作者
太长了,懒得翻
6#
发表于 2009-8-28 23:55 | 只看该作者
去谷歌上就可以翻译
7#
发表于 2009-8-29 05:43 | 只看该作者
另一个鲈鱼接受采访时,这从Eurogamer.de时间。

In the interview, he talks about a change in approach during development, 360 control and of course, online gameplay在采访中,他提及的发展变化过程中的做法,360的控制,当然会谈,在线游戏


“2009 was not a good year for PES Productions. “2009年是不是PES的制作好年景。 On the slow search for the perfect balance for one, but surely lost the game superannuated Tokyo's progress from his eyes and had to be unanimous, according to press enter over the second thoughts out of the house once eternal EA beaten.在为一个完美的平衡缓慢的搜索,但肯定失去了过时的东京,从他的眼睛进步的游戏,并且必须一致,根据新闻进入了出永恒的一次殴打鄂房子的第二个想法。 The Canadians had simply done more for the game and was able to flay's technically especially tidy impression.加拿大人做了简单的游戏越来越能够鞭笞的技术,特别是整洁的印象。 For 2010 we want to restore the "normal" again, and set with PES once again the benchmark in terms of football. 2010年,我们要恢复“正常”了,并设置与聚醚砜再次在足球方面的基准。

We have for you, with Shingo Takatsuka, the mastermind behind Pro Evolution Soccer to entertain.我们为您,与吾高束,背后的专业策划进化足球招待。 'Seabass' about new beginnings, zone defense and realism. '鲈鱼'对新的开端,区域联防和现实。

Eurogamer: You're this year in a new situation. Eurogamer:你在新形势下 , 今年。 Last year was all the world that Fifa had overtaken PES. 去年的所有国际足联已经超过世界PES的。 What effect did this have on the development of PES 2010? 有什么影响这对2010年的聚醚砜的发展?

Shingo 'Seabass' Takatsuka: We saw this a bit differently.悟'鲈鱼'高束:我们看到这个有点不同。 In our opinion, FIFA was better last year than we did.我们认为,国际足联去年好比我们。 They have not caught up.他们没有赶上。 They were much better.他们要好得多。 Of course, our site is important, as FIFA is good or not, but that's not the point.当然,我们的网站很重要,因为足球是好还是不好,但这不是问题的关键。 Much more shocking for us was, however, as the PES-user thought.对我们来说更令人震惊的是,然而,由于聚醚砜,用户所想。 We have seen that they were not happy with PES 2009 and that was much more shocking for us and produced great pressure.我们已经看到,它们与2009年PES的快乐,这是我们感到更大的震撼,产生很大的压力。 Because of these reactions, we owe them a much better game in 2010.由于这些反应,我们应该向他们在2010年更好的游戏。

That was the feeling with which we approach the development of PES 2010.这是的感觉是我们接近2010年的PES的发展。

Eurogamer: How did the depressed in development? Eurogamer:如何在发展中的沮丧?

Shingo 'Seabass' Takatsuka: With PES 2009 ended an era.悟'鲈鱼'高束:2009年结束时,聚醚砜的时代。 PES 2010 is also for us an entirely new PES, a game that forms the basis of a new generation. PES的2010年是对我们也是一种全新的PES的,一个游戏,形成了新一代的基础。 We say this because we have changed the way in which we create PES.我们这样说是因为我们已经改变了,在我们创造PES的。 Until 2009, we have created the game action for action and assembled into a game.直到2009年,我们已经创造了动作游戏的行动和组装成一个游戏。 That was ok until 2009.这是2009年之前确定。 But the gameplay became too arcade, action-on.但是,在游戏中变得过于商场,行动上。

For PES 2010, we said to ourselves: we must change our approach.对于PES的2010年,我们对自己说:我们必须改变我们的做法。 We have therefore set in from the front a number of goals: Where are we going, what players we wanted to target and how they should look the matches, and have been working on it.因此,我们设立了从前线若干个目标:我们将走向何方,我们的球员所想的目标,他们应该如何看的比赛,并一直在做这个工作。 So we have changed the creative process.因此,我们已经改变了创作过程。

Secondly, in PES 2010 we wanted to improve the attack of the players yet, but would not play games, which fall into too many goals.第二,PES的2010年,我们要以提高球员的攻击,但将不会玩游戏,其中考虑太多目标下降。 So we have developed a new style of zone defense, which ensures that your results are more realistic.因此,我们制定了区域防守,以确保您的结果是更加现实的新风格。

This type of development we have used the first time in 15 years and therefore we can say that we have with PES 2010 gameplay finally reached the next level.这种类型的开发,我们已经使用15年来的第一次,因此我们可以说,我们与PES的游戏终于在2010年达到了一个新的水平。 We also have the slider strategies and the card system to the players introduced.我们也有滑块战略和卡系统引进的球员。 These features are also an example of the new approach.这些功能也是一个新办法的一个例子。

Eurogamer: The 360-degree control has indeed FIFA announced as the first. Eurogamer:360度的控制确实 , 国际足联宣布 , 作为第一个。 Now she makes it. 现在她使。 How long have you studied this technique already, and what do you think she is doing for Pro Evolution Soccer? 有多久你学习这种技术的,以及你认为她是专业做进化足球?

Shingo 'Seabass' Takatsuka: We actually have long experiment with the 360-degree control.悟'鲈鱼'高束:实际上,我们已经与360度控制的长期实验。 We always thought a lot about when most would be the best timing for it.我们总是想到当大多数将是最好的时机了很多。 Only last year we thought it would have been the right time, then this year.仅去年一年,我们认为这将是合适的时间,那么今年。 We have always thought about the timing - and because FIFA is now also makes, of course, we thought we finally integrate them into our product.我们一直思考的时间-因为国际足联现在还制作,当然,我们认为我们终于融入我们的产品中去。 But it is not just a fight "Fifa makes it, so we have to."但它不仅是一个战斗“国际足联使得它,所以我们要。” We have always experimented around with it and wanted to make the already quite a while.我们一直尝试与它周围,想要使已相当一段时间。

In terms of ball control: That you should just try yourself time to figure out how to change the game.在控制球方面:刚才您应该尝试自己的时间弄清楚如何改变游戏。 I can tell you however that may be observed especially on the side lines is a big change.我可以告诉你不过,可以看到在侧线特别是一个很大的变化。 Where the time the ball went out of bounds, they can be kept in PES 2010, with only a small move, perhaps still in the game.如果当时球出界了,他们可以留在PES的2010年,只有小幅度的升值,或许依然在游戏中。 On the other hand, if you are not careful, you can carry the ball with the 360-degree control even easier out of play.另一方面,如果你不小心,你可以随身携带,与360度的控制更容易发挥出球。 You will feel this difference, then, very clearly.你会觉得这种差异的话,很清楚。 Especially on the lines.特别是在线路。

Eurogamer: You look yourself a lot of football for research purposes? Eurogamer:你看看你自己用于研究目的的足球很多? Therefore, you bring your new ideas? 因此,你把你的新观点?

Shingo 'Seabass' Takatsuka: Actually I get the main input of it if I PES players may see it while playing.悟'鲈鱼'高束:其实我得到它的主要投入PES的球员,如果我可以看到它在玩。 This gives me a different perspective than when I watch real football.这使我比不同的角度看,当我真正的足球。 I can think of many more things that I could integrate into the game.我能想到的很多事情我能够融入游戏。 There is always something to improve.总是有一些改善。 In fact, I even had ideas for the next few years.事实上,我什至已经为未来几年的想法。

Eurogamer: With dribbling superstars could overcome in 2009, the defense is still too easy. Eurogamer:在运球的超级巨星在2009年可以克服,防御仍是太容易了。 How can you stop in 2010, this powerful player? 你怎么能停止在2010年,这个强大的播放器?

Shingo 'Seabass' Takatsuka: players like Ronaldo and Messi, so these dribbler themselves in genuine Football exceptional abilities, so they have in our game.悟'鲈鱼'高束:像罗纳尔多和梅西球员,因此这些特殊的能力,真正的足球带球,所以他们对我们的游戏。 For 2010, we did not want to weaken. 2010年,我们不想削弱。 Messi is a brilliant player and it would not be fair to reduce its value.梅西是一个辉煌的球员,是不公平的,以减少它的价值。 Instead, we have renewed the zone defense system.相反,我们延长了联防制度。 It is our opinion the right way.这是我们认为正确的方式。

In real football Messi is to stop in one-on-one very difficult.在真正的足球梅西是停止在一对一的一个非常困难的。 But there are examples where such superstars are effectively taken out of play "because the team works together and the players to help out each other in the zone defense.但也有这样的超级巨星采取有效的发挥出来的例子,“因为球队一起工作和球员,协助每个区域防守,其他。

Eurogamer: Even the goalkeepers were a problem in the last game, right? Eurogamer:连守门员都在最后一场比赛的问题,对不对?

Shingo 'Seabass' Takatsuka: Yes, we have first improved somewhat, so that they can be not so easy this time loaded with tricks.悟'鲈鱼'高束:是的,我们首先有所改善,使他们可以不那么容易装载术,这一次。 Furthermore, we have the team we have always asked myself why it is so easy to overcome the keeper.此外,我们的团队,我们一直问自己,为什么那么容易克服的门将。 Well, in real football, in a one-on-one situation, a completely free attacker a good chance to sink the ball.那么,在真正的足球,在1对1的情况,一个完全自由的攻击者一个很好的机会下沉球。

Again, we have a little thought differently.同样,我们认为有一点不同。 We wanted to cooperate, the defenders anymore.我们希望合作,捍卫了。 So we have the defense system adapted so that a pure one-occur less frequently on-one situations.因此,我们必须适应的防御系统,使一个纯粹的一个出现频率较低一对一的情况。 The defenders will defend the goal always coincided with the keeper to prevent the attack is not so easily have.捍卫者将卫冕的目标始终与门将阻止袭击正值并不是那么容易的。

Eurogamer: What has changed in the champions league? Eurogamer:是什么在欧洲冠军联赛改变了吗?

Shingo 'Seabass' Takatsuka: The Master League has visually changed.悟'鲈鱼'高束:大师联盟有视觉变化。 But this is not the most important.但这不是最重要的。 The most important changes stuck in the end.最重要的,最后停留的变化。 Some in the financial system: If you won a game's predecessors, you got a certain amount of points that were needed to guide the club.加强对金融系统:如果你赢得了比赛的前辈,你有需要的那些指导俱乐部点一定的数额。 This time it's even income from sponsors.这一次它甚至赞助商的收入。 If your team goes on a tour that takes you to one more example, just like in real football.如果你的团队去了一圈,您可以到一个例子,就像在真正的足球。

In addition, it was then game over, if you had arrived in the red.此外,当时比赛结束了,如果你在红抵达。 This time, we thought, in reality this is not always the case.这一次,我们认为在现实中,情况并非总是如此。 Even if one falls into the red, you can buy, for example, one player who is so popular, for example, that you get more viewers and thus deserves more money again.即使是在进入红色的,你可以购买,例如,瀑布,一名球员谁是如此受欢迎,例如,你能得到更多的观众,因此值得更多的钱了。 I believe this gives the game a larger management component.我相信这使比赛更大的管理组件。 But there are so many other new things.但也有许多其他新的东西。

We have also integrated the true European league and the Champions League in the real Champions League.我们还结合实际,在冠军联赛真正的欧洲联赛和冠军联赛。 We wanted it in the Champions League comes to build, not just the players but also the association.我们希望在冠军联赛中谈到建立,不仅是球员,而且协会。 To sum up: It's just become more interesting.总结:这只是变得更加有趣。

Eurogamer: The online was a problem in the previous game. Eurogamer:线上是在以前的游戏问题。 What will be different this time? 会有什么不同吗?

Shingo 'Seabass' Takatsuka: Online in the past was a problem for us.悟'鲈鱼'高束:在过去的网络是我们的问题。 We have therefore revised the system.因此,我们修改了系统。 To be precise, the PES 2008-360-based version of our favor because we felt that it worked best at the end.确切地说,在即墨2008 - 360的版本的对我们有利,因为我们认为,在工作的最佳。

There is also an online community and an online Champions League, are really great.还有一个在线社区和网上冠军联赛,是真正伟大的。 Namely, if one line comes into the knockout stage of the tournament, it's just like in the real Champions League.也就是说,如果一条线进入淘汰赛阶段的比赛时,它就像在真正的冠军联赛。 This is very exciting.这是非常令人兴奋。

Eurogamer: The game seems to be a little slower overall. Eurogamer:游戏似乎有点慢的整体。 Was the basis of realism concerns? 是现实主义的关切的基础上?

Shingo 'Seabass' Takatsuka: Yes, that is also connected with that of PES 2010 we changed our approach to development.悟'鲈鱼'高束:是的,这也与PES的2010年,我们改变了我们的发展方式有关。 We have set ourselves some goals at the beginning of development, have analyzed many aspects of real football, and implements this knowledge in the game.我们为自己在发展初期的一些目标,也分析了真正的足球的许多方面,并实现这一比赛的知识。 The balance of the players speed is a quantity that we have analyzed in great detail.球员的速度平衡,是我们在详细分析了数量。
The thing is this: We need zusammendampfen a game like football that is played over 90 minutes to 10 minutes.事情是这样的:我们需要zusammendampfen像足球是90分钟到10分钟比赛游戏。 So there must be differences in the sequence.因此,必须在序列的差异。 Therefore, the flow of the game may seem a little slower to give pure realistic impression of the game.因此,游戏的流量可能看起来慢一点,让纯粹的游戏真实的印象。

Eurogamer: Is there a small new gameplay feature is that many people do not notice at first playing, but it is still very important? Eurogamer:是否有一个新的小游戏特点是 , 很多人没有注意到的第一个比赛,但它仍然非常重要吗?

Shingo 'Seabass' Takatsuka: This is probably mainly the new zone defense: So far, most attack situations, basically a one-on-one.悟'鲈鱼'高束:这可能是主要的新的区域联防:到目前为止,大多数攻击的情况下,基本上是一对一的。 That has changed now, thanks to the new zone defense.现在这种情况已经改变,由于新的区域防守。 If you want to stop powerful dribbler like Messi you have to slow down their attack just to attack, they may not.如果你想停止这样强大的梅西带球你必须放慢他们的攻击只是为了袭击,他们可能不会。 In this way we get more support from other midfielders or defenders.这样,我们得到更多的其他中场球员或辩护人的支持。 This is something that has not previously happened.这点是以前没有发生。
I recommend all players as well, Straddle once more.我建议所有玩家,以及,钳一次。 This year, the straddle is in fact quite different.今年,跨越是完全不同的事实。 Tried it!”试过了!“
8#
发表于 2009-8-29 05:45 | 只看该作者
Eurogamer.de的采访
 另一个采访,此时来自高Eurogamer.de。
  
  在采访中,他谈到了在发展变化,360度控制方法,当然,在线游戏
  
  “2009不是一个好的一年为PES制作。在缓慢开始寻找一个完美的平衡,但肯定会为一个输掉了比赛superannuated东京的进步,从他的眼睛是一致的,按回车键结束第二次思想出去一次永远的EA殴打。加拿大人只做更多的比赛,并且能够鞭笞的技术特别是整洁的印象。我们想为2010年恢复正常,并再次和聚醚砜基准的足球。
  
  我们已经为你,Shingo Takatsuka演化的缔造者,职业足球来娱乐。尖吻鲈“关于新起点”,区域联防与现实性
  随着你在今年的新局面。去年是整个世界,国际足联已经超过栓塞形成后症状(PES)。这有什么影响发展的聚醚砜2010年?
  
  Shingo的尖吻鲈“Takatsuka:我们看到这有点不同。在我们看来,国际足联较去年比我们好。他们没有赶上来了。他们是好得多。当然,我们的站点是重要的,因为国际足联是否良好,但那不是重点。我们更令人震惊的是,然而,因为PES-user思想。我们已经看到,他们都不高兴,那是多聚醚砜2009年为我们更让人震惊,产生了很大的压力。因为这些反应,我们欠他们一个更好的游戏在2010年。
  
  这是我们所使用的方法的感觉的发展。栓塞形成后症状(PES)
  最初是如何发展?消沉
  
  Shingo的尖吻鲈“Takatsuka:一个时代的结束,聚醚砜2009年。PES 2010年也为我们一个全新的聚醚砜、游戏形式的基础上,研制开发的新一代。我们说,这是因为我们已经改变了我们创造栓塞形成后症状(PES)。直到2009年,我们已经创造了游戏的行为动作和组合成一个游戏。那是好直到2009年。但是这个游戏变得太走道,action-on。
  
  栓塞形成后症状(PES),到2010年,我们对自己说:我们必须改变我们的方法。我们已经为此设定在前面的一系列目标:我们要去哪儿,我们想要的目标玩家,他们应如何看比赛,也一直在努力。所以,我们已经改变了创新的过程。
  
  其次,在2010年,我们想要提高聚醚砜的进攻球员,但不会玩游戏,这倒进太多的目标。所以,我们已经开发了一种新型的区域防守,以确保你的结果更加真实。
  
  这种类型的发展,我们所使用的第15年来第一次,因此我们可以说我们有与PES 2010年终于来到了下一级的游戏。我们也有滑块策略和卡系统引入到球员。这些特性也例新方法
  随着国际足联的360度控制已经宣布,作为第一。现在,她使它。你多久了这项技术已经什麽,你认为她是干什么的演化足球吗?
  
  Shingo的尖吻鲈“Takatsuka:我们其实早就实验和360度的控制。我们总是想了很多关于时,大多数是最好的时机。就在去年,我们认为它会一直在正确的时间,那么这一年。我们一直在思考这个时机,因为国际足联现在也令,当然,我们以为我们终于将它们整合到我们的产品。但这不仅仅是一种对抗“国际足联使它,所以我们不得不。”我们一直在尝试与它周围,想使已经很长一段时间。
  
  对球的控制方面,你应该试试。你自己的时间去找出如何改变了比赛。我可以告诉你,不过这可能是观察尤其在线是一个大的变化。在这个时间球出界了,他们就可以保存在PES 2010年,只有很小的移动,也许还在比赛。另一方面,如果你不小心的话,你可以把球和360度控制甚至更容易了。你会觉得这种差异,然后,很明显。特别是在线路。
  
  随着你看自己许多足球研究之用?因此,你把你的新想法吗?
  
  Shingo的尖吻鲈“Takatsuka:实际上,我得到了它的主要输入,如果我看到它时,球员会聚醚砜玩。这给了我一个不同的视角,当我看着比真正的足球。我能想到更多的东西,我可以融入比赛。总有一些改进。事实上,我还没想法几年。”
  
  随着盘带巨星可以克服在2009年国防仍然是太容易了。你如何阻止在2010年,这个强大的球员吗?
  
  Shingo的尖吻鲈“Takatsuka:球员像罗纳尔多和梅西,所以这些带球自己真正的足球非凡的能力,所以他们都在我们的比赛。为2010年,我们不希望削弱。梅西是一个才华横溢的球员是不公平,减少了它的价值。相反,我们有了新的区域防御系统。这是我们的意见以正确的方式做好事。
  
  在真正的足球梅西是停止在一对一的是很困难的。但是有例子中,这样的球星被有效地取出来的”,因为球队踢的球员一起工作,帮助彼此在区域防守。
  
  随着门将是一个问题,甚至在最后一场比赛,对吗?
  
  Shingo的尖吻鲈“Takatsuka:是的,我们先有所改进,以便他们能不太容易。这段时间装载把戏。另外,我们的队伍,我们一直在问自己为什么如此容易克服门将。哦,在真正的足球,在一对一的情况,一个完全自由的袭击者很好的机会沉球。
  
  再次,我们有一个想法是不同的。我们愿意合作,后卫了。所以我们的防御系统适应这样一个纯粹的one-occur on-one频率较低的情况。守军保卫目标始终与门将来防止攻击是不太容易了。
  
  随着什么改变了参加冠军联赛的比赛吗?
  
  Shingo的尖吻鲈“Takatsuka:师父联赛有视觉变化。但这并不是最重要的。最重要的改革陷入结束。一些金融体系中:如果你赢了一场比赛的前辈,你有一定数量的分,都需要指导的俱乐部。这一次它甚至是收入赞助商。如果你的球队去游览,你需要再举一个例子,就像真正的足球。
  
  此外,当时比赛结束了,如果你已经到达了红色的。这一次,我们认为,实际上并非总是如此。即使一个掉进了红色,你可以买到,举个例子,一个球员,很受欢迎,例如,你得到更多的观众,因而值得更多的钱。我相信这是一个给游戏更大的管理模块。但是还有很多其他的新事物。
  
  我们还集成了真实的欧洲联赛和冠军杯的冠军联赛中真正的。我们希望它在冠军联赛中来建造,不仅仅是球员也是协会。总结:这只是变得更加有趣。
  
  随着网络是一个问题,在先前的比赛。会有什么不同?
  
  Shingo的尖吻鲈“Takatsuka:在线过去是我们的问题。我们已经为此修改系统。要精确、PES 2008 - 360-based版本的青睐,因为我们觉得它最好的工作。
  
  还有一个在线社区和在线的冠军联赛,真是太棒了。也就是说,如果一个线进入淘汰赛阶段的比赛,就像在真正的冠军联赛的比赛。这是非常令人兴奋的。
  
  随着游戏似乎有点慢。现实的基础上关注了吗?
  
  Shingo的尖吻鲈“Takatsuka:是的,那是联系在一起的,也改变了我们的聚醚砜2010年,我们的发展方针。我们已经把自己的一些目标之初的发展,分析了多方面的真正的足球,实行这种知识的游戏。平衡的球员,我们是一个量的速度分析的详情。
  事情是这样的:在一场比赛,我们需要zusammendampfen踢足球,在90分钟至10分钟。所以一定有差异。因此,流畅的游戏可能看起来有点慢给纯现实的印象。
  
  最初有一个小的新的游戏的特点是,许多人不注意演奏,但首先还是很重要吗?
  
  Shingo的尖吻鲈“Takatsuka:这可能是主要的新区域联防:到目前为止,大多数情况下,基本上一对一进攻。那已经改变了,由于新区域防守。如果你想要阻止你拥有强大的转盘像梅西放慢进攻进攻,他们就可能不会。用这种方式我们得到更多的支持,从其他中场和防守队员。这是一件没有以前发生的事。
  我推荐所有的玩家,跨一次。今年,跨实际上是相当不同的。试着它!”
  
  最初的来源:
  
  多亏ChaosPlayer为保持清醒的头脑,如果你想查看采访了在它的原始文本,最初的网站
9#
发表于 2009-8-29 07:12 | 只看该作者
楼上2位兄弟直接网上翻译的吧
10#
发表于 2009-8-29 07:29 | 只看该作者
别拿GG翻译来忽悠大家哦!
11#
发表于 2009-8-29 09:56 | 只看该作者
其实google翻译的东西估猜一下也大致能看懂了
12#
发表于 2009-8-29 12:05 | 只看该作者
哈哈,GG太帅了
13#
发表于 2009-8-29 15:29 | 只看该作者
我翻得 造福全人类 哈哈啊哈



来自eurogamer.de得另外一个对于seabass的访谈


在访谈中,他谈到了目前为止对于游戏的一些改进,当然包括360得操控 ,联网

2009对于pes系列来说不是很成功,他认为并且已经被大家认可,pes2009虽然在慢慢摸索一种完美的平衡,但是却失去了游戏的本来面木,以至于第二版本出来后被ea所超越.再2010我们回归到最原始的足球,让他变得更加"正常"



eurogamer : 今年你们得情况和以前不同,去年fifa在世界范围内都赶超了pes,对于2010得发展来说会有什么影响?

seabess : 我们的看法有些不同,我们认为,fifa去年的作品比我们好一些,我们赶不上他们,他们做得更好,当然评价fifa好不好,我们的固然位置很重要,但这不是要点。对于我们来说更加重要的是玩家的看法。我们发现玩家对于2009不是很满意,这对于我们来说很震惊,压力也很大。应此要保证2010要比以往得作品有大幅的改进。

Eurogamer:如何把失望转化成进步呢?       

seabess :pes2009结束了一个时代,pes2010对于我们来说是一个全新的pes,一个有着全新形式的新一代游戏。我们这样说应为我们改变了制作pes的方法,直到2009,我们只做游戏的方式是把一个动作一个动作导入到游戏,到2009 可以说这种方式还算可以,但是玩游戏已经变得更加自主化。

对于2010,我们对自己说:我们必须改变我们的方式,我们因此我们订了许多目标:我们在向哪方面前进,那些玩家是我们的定位目标他们会怎么看游戏,并且我们也这样做了。所以我们改变了制作的方式。

其次,在2010我们希望改进进攻球员,不让他们像在玩游戏一样进太多的球,所以我们制作了一个新的区域防守的样式。保证场上的比分更加合理。

这种改进是我们15年来首次应用,所以我们可以说2010最终达到了一个新的高度,我们还有诸如铲球战略,出牌系统 这些都是全新的功能。

eurogamer: 360得操控是由fifa制定的得,你们了解了这种技术多久了,还有你觉得他对pes来说有什么作用?

seaberss: 我们对于260得操控已经了解了很多,经验丰富,我们一直在考虑什么时候才是最好的时机,去年我们认为是最好的时候,到今年我们仍然在考虑这个问题,因为fifa现在仍然在使用,我们想最终我们肯定会引入我们的产品,但是这不是要证实:“fifa做了一个操控,我们也要做。” 我们已经有很多经验,已经准备了很久。

就球的控制而言,你必须花时间去体会如何掌握游戏,我可以告诉你,边路是一个很大的改变。在2010
当球出了一点边线,游戏还是会继续,这时候你的带球动作会变得很小心,换句话说如果你很仔细,你可以用很方便的使用360得控制来玩游戏。你会体会到他的不同,非常清晰,特别是在网络上

eurogamer:你觉得你自己有没有研究足球的才能? 应次才有这些新的创意?

seeberss :事实上我完全投入了其中,玩家在玩的时候就能体会到,他给了我一个比看真实的足球比赛更加不同的角度。他让我融入游戏的时候能够考虑更多的东西。总有一些东西可以改进,我在接下来几年中还有一些想法


eurogamer :对于一些带球高手来说突破防守还是太轻松,你会在2010里面改变这种近似变态的球员么?

seeberss :像messi和ronaldo这种有着超强带球能力的球员还是会出现在游戏里面,在2010中我们还是不想削弱,梅西是一个超强的球员,降低他的能力是不公平的,而我们可以用区域防守的方式来限制他的发挥,这才是我们的正确的想法。

在现实足球里面一对一防守梅西很困难,但是有很多例子,球星被有效的限制,应为球队是一个团队,球员在区域防守中互相的补位。、

eurogamer : 守门员也是上一作的一个问题对么?

seeberss : 是,我们还是改进了一些,现在突破守门员的防守不是那么容易,然而,足球是一个团队,我们总是问自己为什么进球那么简单,当然 在现实足球里面 再一对一的情况下 还是很容易进球。

还有就是我们的想法还有些不同,我们需要后卫的合作,所以有了防守系统,这样不太可能出现一对一的情况,后卫总是会在球门区域,不让守门员以个人防守使得进球变得那么容易

eurogamer:冠军联赛有什么改变呢?

seeberss : 大师联赛已经有了很明显的改变,但这不是重点,最重要的改变还在最后。最重要的在于财政系统,如果你获得了游戏达人的称号,你会有大量的前来掌空俱乐部。

在由就是,,如果你财政赤字,当然这个在现实足球中不太会出现,游戏就会结束。即使有人财政赤字了,你还可以买超人气的球员来引起关注这样你又可以获得更多的钱。我们相信这样会给扩大俱乐部的组成部分,当然这只是一小部分,还有许多的改进。

当然我们还是会把欧洲联赛和冠军联赛的内容变得真实,我们不仅要把球员变成实名,还要把足协也变成真实的名字。那肯定很有趣。


eurogamer :网上游戏一直是前些年的问题,今年会如何呢?

seeberss : 网上游戏一直是问题,所以今年我们做了改进,为了更加真实 pes2008得360版本是做好的应为我们感觉到它运行的最完美。

这一座会由网络社区和网络冠军联赛,非常棒,就像他的名字一样,如果一个玩家到了淘汰赛阶段就会像真实的冠军联赛那样,非常激动人心。


省略一段 不想翻了 没什么意义


eurogamer:这一作在操控上会不会有什么小的东西玩家完的时候没有发现到,但是却是非常有用的么?

seeberss: 我估计就失区域防守: 许多进攻的情形,特别是一对一多亏区域防守,已经改变了.过去如果你想拦截梅西的球阻止他的进攻,就只能靠自身的进攻.而现在,我们有了中场或者后卫的支持,这在以前可是没有的.
我也推荐所有的球员,用夹击防守,夹击在这一作中很不同 试试看吧!!!!


我靠 那么长 镇吃力 !!!
14#
发表于 2009-8-30 21:51 | 只看该作者
原帖由 icanwin111 于 2009-8-29 15:29 发表
我翻得 造福全人类 哈哈啊哈



来自eurogamer.de得另外一个对于seabass的访谈


在访谈中,他谈到了目前为止对于游戏的一些改进,当然包括360得操控 ,联网

2009对于pes系列来说不是很成功,他认为并且已 ...


英语人才啊
15#
发表于 2009-8-30 22:22 | 只看该作者
在哪混的.我把你招过来
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