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[PS3] 最新的PES2011试玩心得,跪求翻译,

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发表于 2010-7-14 09:25 | 只看该作者 回帖奖励 |正序浏览 |阅读模式
跪求翻译帝PES 2011 - First Look Play Test


I’ve been a PES Fan news editor for a number of weeks now, and the only thing I needed to start proving my skills as a journalist is a story – something worth putting pen to paper for. Well, that’s exactly what I was given when I was asked to attend the PES Fan’s PES 2011 play-test... and it was definitely worth a column inch or two.

I’ve read all the major details that have been released since the Tokyo demo at Konami HQ, followed the news as it tweeted out of E3 – and watched, then re-watched every second of video that has been released over the last two months in both standard and high definition, striving to digest every little detail that this year’s release has to offer.

And in hindsight – it’s good to be clued up, but no amount of scanning the early PR materials will give you a hint of the feeling you get when you actually play the game (and despite that sentence I have the difficult task of trying to pass on my experiences to you).

It’s over a month since the first tests took place, but in no way did I feel that we were less privileged than those who sat down with Seabass et al in Japan. On the contrary, I was conscious of the fact that this version of the game would be significantly different from the one seen then – and hopefully any noticeable faults would have been ironed out and possibly a few extras added in.

Despite this being my first major piece for PES Fan and the first chance I’ve had to lay my fingers on a game a considerable period before its release date, I was quite laid back – though I’m sure my note pad may have suggested otherwise. I utilised the morning train ride to scribble some last minute notes, detailing the main positives and also the shortcomings of PES 2010; what we liked, what needed work – was there anything that stood out particularly, etc – and I eventually converted that mess into four headings: User Interface and Appearance, Passing, Keepers, and Player Movements, reactions and positioning.

User Interface and Appearance
It’s worth mentioning that we were playing an offline copy and we were locked to certain areas of the game – so I can’t give any information on the online capabilities or go into major details about the overall UI at this stage.

We essentially had two versions of Exhibition mode – the general setup-and-play that has been present in previous years’ demos with a small selection of National (Germany, Italy, Ivory Coast, Argentina) and Club teams (Manchester United, Inter Milan, Real Madrid, Benfica). Alternatively, we had the option to taste the newly acquired Copa Libertadores licensing – with Estudiantes, Cruzeiro, Corinthians and Internacional all available for selection, and ready to march out to the Copa Libertadores theme – in a style similar to the current Champions League offering.

You can see the foundations of PES 2010 within PES 2011 – the entrance scenes and tunnel shots occasionally look like they’ve been lifted from the previous version, only to be polished and pampered before being delicately placed into the new incarnation. To put it simply, it looks like PES, but the picture quality looks more like airbrushed imagery that you’d expect to see coming from the marketing department rather than a moving-parts product from the development team.

The visual improvements start from the menu and stay with you all the way through to the pitch. Player likenesses have been improved even further than last years’ advancements, at least in the teams we had at our disposal – and this is highlighted with the pre-match setup. Little details catch your eye, like the kit selection screen which now features animated models – rather than stationary stars as seen on the previous iteration (I was impressed to see Eto’o run a few paces before freezing, allowing you to savour the personal detail as well as the player movements). The on-screen display when in-game has been simplified – now showing a much more minimalist, broadcast-resembling score board; simple, clean and professional.

Jon Murphy mentioned that this game doesn’t feel as “Japanese-y” as PESs of old, and that’s for sure. Gone are the bright, sparkling backgrounds that had a hint of youthful exuberance – and in comes a sleek, shiny/dark world map picture (when I say map – think ‘PlayStation Weather Channel’ on PSN as opposed to ‘school atlas’) which works very well. This PES feels like it has grown up, and the sliding main menu located at the bottom of the screen brings the clean accessibility that we can see throughout.

Minimalism seems to be the theme in this PES, and this is never more apparent than when using the new drag-and-drop system that we’ve heard so much about. Think of it like the new Google homepage, leave the options in there but don’t have them on display unless you need them, and when you do – a slide of the cursor and few button presses will allow you to do everything you are used to.

Tying in with this, Konami announced that they’ve spent a lot of time looking at broadcast standard footage with the intention of instilling the same look and feel into PES as we see when watch it on TV. The re-worked wide camera angle that moves with play is a major step towards realism. When the match kicks off the camera lowers from an elevated position to the regular viewpoint – and similarly when play approaches a goal the displays swings when necessary, with an undeniable professional smoothness.

There are some huge improvements – as well as an array of small details that add to the game, and it’d be criminal not to give them a passing mention. I spent a good few minutes in the replay section analysing the little details on the pitch in the new man-on-the-pitch camera angle (or over-analysing as the look on Fury’s face suggested). It’s not a major thing, but being able to move around the pitch at eye-level of a player allowed you to really put yourself into the action – and the grass, when zoomed in looks like it has some distinct layering and texture to it, you can see that it’s computer generated, but it’s not a long way away from the real thing.



Passing
PES has been criticised since its glory days on the previous generation machines for losing the lifelike flow that it was synonymous with. 2010 didn’t play how you wanted it to play – and you were inevitably looking for breakthroughs that were different from the natural routes. Konami recently confessed that the game’s engine has been progressively weighed down by annual additions which, though they were made with good intentions, lead to an overcomplicated mess. Things were stripped back – and a new passing system with promises of “Freedom” was built on the exposed foundations.

Three simple questions: one simple answer. Is the Passing better? Is it good? Does it feel free? Yes.

I had worries that the hit ‘n miss through-ball from last year would be completely reversed in 2011. The vast majority of passes I tried through the defence on 2010 were often played way past the bye-line, or into the heels of the defender I was looking to outpace – compare this to the E3 video and you see Pirlo, amongst others, easily playing defence splitting passes. So which was one was it – painfully easy or practically impossible? Neither – and both.

I had numerous passes going astray – plenty were over-hit and some barely trickled off of my toes (particularly a couple of back-passes that I was lucky to get away with) but I never had the feeling that I was hard done to. The mistakes that were popping up felt like my mistakes. The new power gauge system takes a little getting used to but you quickly start to feel that you are personally involved in determining ball placement. It’s a double learning curve – you can pick it up and play pretty well, but it’ll also take a good amount of play time for it to become second nature, allowing us to remove the rainbow swoosh (which, despite my reservations, is surprisingly good at evading your attention).

Perfecting the new style of play will give you more options in attack – but doesn’t necessarily mean that you can continuously carve up the opposition with single a killer ball. Fury and I played for a number of hours – but there was only one or two long defence splitting passes, often caused by bad positioning on our parts. That wonder pass can only be played if the situation arises – trying to force it just doesn’t work (just ask Fury, he did a great job of shutting me out).

The passing is different, but it’s not completely different. There is still a lot of what we know – and I don’t doubt that some will see a little too much of the past as they play, but for me it’s a good thing. The passes still feel like passes you’d play in a PES title, but the added freedom of control neatens it up. Think of a pass you play in 2010 – you know it’s going to end up somewhere within a couple of yards of where you aim it, but now you can drop it on the proverbial sixpence. Its last years passing, but it feels like it should have felt.

There is still some noticeable AI assistance – but generally for the better. Passes feel like they are helped slightly in terms of direction, but that can all go to pot if you stick too much power on it – particularly over distance. Also, to emphasise individuality different stars seem to receive a varying levels of support from the AI. Paying a ball with a midfield maestro such as Xabi Alonso or Carrick you, as you’d expect, has a higher success rate than playing a similar ball with a dribbler, like Nani.

True 360 degree passing would be excruciatingly difficult even for the most dextrous of gamers, it always needs to be honed down to some extent, and this AI support works. Every ball we had the vision to play – we could, providing we executed it properly. I dragged Roberto Carlos up from the back – only for Fury to dink a through ball over his shoulder, his attacker had already started a run and met it perfectly for a first-time strike. My mistake – his brilliance, and though I conceded – I’m happy to admit that it was a beautifully worked goal.



Keepers
It’s no secret – goalkeepers haven’t been the greatest aspect of Pro Evo. Over the course of a decade playing Master League in the last instalment, I tried and tested a selection of young, old, catastrophic and world class keepers but found that they all shared a common trait – the Robert Green effect.

A quick look on YouTube and you can see evidence of Keepers diving over pea-rolling mis-kicks, flapping around a clear yard to the side of where they should have been – or even just watched shots bounce past them without the slightest of effort to stop it.

So, how do they compare now? My honest answer – I’m not entirely convinced.

We saw many commanding leaps to pluck crosses out of the air, and smiled in approval after the Ivory Coast stopper pull off an instinctive flick of the leg to deny a low driven effort with the top of his instep. Keepers looked to have been given a wedge of new animations to pull out of their bag as and when they see fit, a perfect example being Van Der Sar’s reaction save to stop TheBoss after he tried to place a ball through his legs. Edwin, dropped to the floor with a realistic thud to shut out Sneijder’s attempt with a well-timed block using his shins – a smooth animation that I’ve never seen before.

That said, then men in the sticks were still prone to the odd flap on occasion – and though we had a full day to play, I can’t commit myself to saying whether it seemed to be a flaw or it whether it looked intentional. We regularly called keepers out to rush onto heavy through balls – but once or twice, what looked like a comfortable catch ended up being a strange fumble. It didn’t happen often – but if Julio Cesar can parry an un-challenged bouncing ball then I’m a little concerned. Perhaps we held the keeper charge button for too long causing him to run through the bounce – or perhaps we just witnessed a couple of the calamity moments that occur semi-often in the real game? I honestly can’t say. To put a positive spin on it – the recoveries after the mistakes were faster, and you actually had the impression that the keeper was aware of the ball’s location before he got back to his feet.

We did see one howler – I nodded the feeblest of headers in at the far post. The keeper was in the perfect position – and my wild swing of the head resulted in a powerless effort on goal. The keeper spread himself and had the perfect shape to stop the shot – but forget to put himself in the ball’s trajectory. I looked more embarrassed than Fury did for putting it away. It sounds as if it’s a step up from their display a month ago – I just hope Konami use the time that they have left to fine tune.



Player Movements, reactions and positioning.
PES 2011 has over 1,000 new animations. So what exactly does that mean? – Basically, players have been given the permission to perform a range of new movements and manoeuvres. Do you notice it? Definitely.

There are nice little touches – like players rushing to lean out of the way of shots and ducking under high passes, we even saw one star practically squat to get under a throw-in that crossed his path. You also get tastes of individual brilliance that could have been lifted straight out of Match of the Day – Berbatov, back to goal, laid off a lazy but accurate pass with the outside of his left foot to Carrick who used the instep of his right boot to curl a pin-point effort towards the top corner.

It’s not just animations – player awareness and positioning has been upgraded, particularly noticeable in the opposition AI which hardcore fans will be happy to hear wasn’t scared to venture up field. I watched on as Fury played a game that he eventually lost – the computer scored and seemed to press for more until the last few minutes where keep-ball became the chosen plan of action. I’m not sure if this was a situational tactical change – which is now possible to organise in the pre-match setup screens, but it certainly looked like it.

The new defensive system makes the game more tactical. You now have the option to steam in with a tackle, or to track an opponent – with the aim being to shepherd them into a bad position, or wait for the perfect time to stick your foot in. This, combined with a slower pace makes you think about the options at your disposal. On the subject of pace, the five different game speeds are very distinct. We played most of our time on the default rate (“0”) – but I had a particular affection for “-1”. Last year’s action played more closely “+1” (+2 was too fast for my tastes – and -2 felt like trying to run in water).

Another improvement that needed to be included was a complete reworking of the referees. It took over 300 games against the AI before I was awarded my first Penalty on PES 2010 – though I should have easily been into double figures with the amount of times I ended up on the deck. But, the blind referees that we’ve had forced upon us recently can suddenly see again – and called fouls in and amongst the box! I don’t recall a single case of the “Come on ref” syndrome surfacing on either side – which is vital if the trick stick is to be utilised more in 2011. If we’re inviting players to risk taking a foot instead of the ball, we need the correct decisions to be made.

Fury benefited from this more than I did – I was pretty much a one-skill man. The rainbow flick lifts the ball diagonally over the opposition’s feet allowing you to cut in at pace, which I combined with the odd flip-flap. I was pretty happy with my skilful displays, but Fury looked to Riverdance his way past my full back on the odd occasion – and also sold me for a foul a number of times too.

Taking everything into account – I’m ecstatic, and personally a little relieved to say that this is a huge step forward. The game looks amazing, but that was never the issue. This demo showed me that PES can still play great too – the crucial factor that has been missing for the last few iterations. To cement our conclusions, we played one game on 2011 – and played the exact same game on 2010 a few minutes later. The development is there for all to see.

I still see a lot of the past, but I also see the future – and I wouldn’t have it any other way. This ‘all new’ but, at the same time it’s a PES that I feel familiar with – and the first offering on the next generation that finally looks and feels like one I can truly be proud of. Konami don’t just want to stop the rot, they want to flip the script and bring back their hardcore fans – well, this is definitely the way to go about it.

If you have Questions about this please read the Q & A thread here




PES 2011 - In-depth look at Passing

Three simple words have been the focus of Pro Evolution Soccer 2011 so far; Engineered for Freedom. Words that were accompanied by some very impressively written press releases that read so well it seemed more like a wish list the fans had been hoping for, rather than a checklist of new features to tell us all about.

Yet despite the impressive press releases and the very good looking trailers it was with a feeling of caution, rather than uncontainable excitement, that I approached Konami’s latest football offering. As I picked my team and played around with the tactics I hoped that the answer would be yes to my question: has it all just been hype like the past few years, or is Pro Evolution Soccer 2011 really engineered for freedom?

In short, the answer is a resounding yes: you can literally put the ball where you want. However, this is not a game where you can immediately appreciate its biggest strength; its freedom. Like with PES games of the past, it took a little getting used to. The game as a whole is a lot slower than any previous PES from the Next-Gen era or the PS2 days. It’s the first thing you notice when you start playing the game and this is maybe why I had a few problems in my first game.

Short simple passes to the fullbacks were going out of play whereas in previous versions they’d be played straight to feet like they were on auto pilot, which backs up Jon Murphy’s claim that the AI has been toned right down. Passes were being both over hit and under hit into the midfield and trying to get some rhythm into the game seemed hard. The first game I lost 2-0, I couldn’t get to grips with it at all, but as I played more games I was getting used to having a power bar for passing and it was all becoming a little bit easier. Passing became a little bit crisper and the tempo a little bit higher, I was getting used to it and I was enjoying it more and more.

The animations, just for passing, are so varied that the animation seems almost different every time, players will side foot and use the outside of their foot to pass the ball when appropriate. One great moment that had me pause for a replay was when Veron seemed to put all his weight into passing the ball down the line with the outside of his foot: the animation for the shape of his body as he made the pass was just something not normally seen in a PES game, it was awesome.

Through balls are much more effective and might have players making sure they play with a deep back line because of their effectiveness at beating a defence. The weight to them is superb and the power bar really does make it easier to determine how high or far the through ball is going to go. Having a power bar for through balls is something I see as key feature because the fans have been asking for it for a long time. This doesn’t necessarily mean it’s something that people can exploit in the game as it’s hard to execute consistently, but catch it right and it can become a really dangerous weapon against the opposition.

As stated in a number of previous play tests the X button pass can also be used as a through ball if hit into the space because of the freedom afforded by the power bar. Hitting the ball into space for on rushing wingers and fullbacks is a treat as is also passing the ball towards a teammate’s stronger foot. For example, say if you want to lay off Podolski for a strike on the edge of the box you can so, almost inch perfectly towards his left foot whereas as in other PESs it was nowhere near as fluid or accurate.

The freedom of passing is a massive improvement for the series and it seems Seabass and the team have gone a long way in trying to get rid of the ping pong passing. I can see many people having really good midfield battles against each other and when you score a goal the feeling of achievement that we've felt with PES in the past looks like it's back this year.

However, there’s still a few niggles that I hope are fixed in time for release. Sometimes a fast pass can somehow slow down immediately as if the ball is rolling through long grass and high balls from goal kicks seem to go a bit too high and hang in the air for too long. Other than these points the passing offers freedom never seen before in a PES game and I look forward to engineering moves with it.
74#
发表于 2010-7-27 20:26 | 只看该作者
多些某位的翻译,看来pes2011很值得期待额~
我也早就说过,pes2011看来是次时代平台上真正的革新第一作。
73#
发表于 2010-7-26 12:15 | 只看该作者
引擎应该不是新的。伦敦试玩会后的观点是这个旧引擎被大修过了。。。。。。
72#
发表于 2010-7-26 10:43 | 只看该作者
看上去很美,难道真的有一个全新的引擎?
71#
发表于 2010-7-23 07:46 | 只看该作者
google翻译
70#
发表于 2010-7-22 17:35 | 只看该作者
看见英语就头疼的路过
69#
发表于 2010-7-22 16:24 | 只看该作者
日文的还可以翻翻  E文不懂
choujou 发表于 2010-7-22 16:12



    那就给大家找点WE2011的日文资料吧,呵呵,现在只能去看看pes2011的资料。
68#
发表于 2010-7-21 10:24 | 只看该作者
LZ应该把高人们的翻译整理一下
67#
发表于 2010-7-20 15:17 | 只看该作者
英语达人们,谢谢!
66#
 楼主| 发表于 2010-7-20 11:29 | 只看该作者
这里真是太多高手了,boomsun 兄也翻译的很精彩,我还有很多的试玩心得啊,等着你们去翻译啊,接着努力啊,谢谢高手们的精彩翻译
65#
发表于 2010-7-20 09:24 | 只看该作者
63楼你也厉害啊,呵呵,我在A9看了你的回帖。
64#
发表于 2010-7-20 08:36 | 只看该作者
续62楼的部分:

直塞球变的有效多了,而且会使球员确信他们对付的是一条需要全力退防的后防线,因为用直塞球来破防很有效。直塞的力量感表现高超,而且力量条也使玩家更容易决定直塞球要踢多高,飞多远。在我看来,直塞球的力量条的出现是一个关键要素,因为玩家们对此已经呼吁很久了。但有了直塞力量条,并不一定意味着你能够好好利用它,因为它很难准确地发动,一旦你能够准确发动直塞的话,将成为你的巨大优势。

就象早先的试玩测试里说的,借助于力量条的自由操控,如果力量适当的话,用X键也可以送出直塞球来。把球恰倒好处地塞给正在冲刺的边锋或者边后卫,或者把球传到队友的利足一侧,都是不错的办法。比如,你把波多尔斯基放在靠近禁区的边缘打前锋的话,你能够几乎是妙到巅毫地把球传到他的左脚下,然而在其他的PES游戏中,无论从传球的连续性还是准确性来讲,都根本做不到这一点。

能够自由传球意味着PES系列的巨大进步,看来Seabass和他的团队为了消除那乒乓球式的传球,的确付出了很多努力。我看到许多在捉对厮杀的玩家们,在中场进行着真正精彩的战斗,我们在过去的PES上所体验到的那种破门得分的成就感,在今年终于回归了。

然而,还是存在一些小小的瑕疵,我希望能在正式发布前得到修正。有时候,一个飞快的传球会突然慢下来,仿佛是在长长的草丛上滚过一样,而开出球门球的时候,那高高飞起的球看起来飞的有儿太高了,在空中飞行的时间也太长了。尽管有这些瑕疵,但传球的自由度在以前的PES游戏上是看不到的,我期待着这方面的开发继续进步。
(完毕)

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参与人数 1经验 +59 收起 理由
狂风007 + 59 感谢

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63#
发表于 2010-7-19 18:08 | 只看该作者
感谢62楼,你的翻译也很棒
62#
发表于 2010-7-19 17:20 | 只看该作者
紧接54楼翻译的部分:

PES 2011——对传球系统的深入研究

对Pro Evolution Soccer 2011说了这么多,要点可以总结为3个简单的词:Engineered for Freedom(以自由操控为目标的开发工程)。为了说明这3个词,有些已发布的令人印象深刻而且读起来挺不错的消息里所说的,其实并不是告诉我们这游戏所拥有的新要素,而更象是一份清单,里面就是玩家对实况的改进早就提出的希望。

不理会那些令人印象深刻的消息,也不理会那些看起来棒极了的试玩视频,我带着一点警惕而不是掩饰不住的兴奋,来到了K社最近一次实况试玩的现场。当我选好了我的球队,制定好了所有战术的时候,我希望我的问题能得到肯定的回答:它是象过去几年一直在吹捧的那样,还是一款真正为自由操控而开发的Pro Evolution Soccer 2011?

简单地说,对这个问题我可以用带回声的腔调回答:yes。纸上谈兵地说,你可以让球到达任何你想的地方。然而,这游戏的自由操控有多大能量,你不可能马上想象的出来。它和以前的PES游戏有一些相同的地方,但从整体来说,它比次世代或者PS2时代以来的PES要慢多了,这是你开始这个游戏的时候将会注意到的第一件事,而我也因为这个而在第一盘试玩当中吃了不少苦头。

在以前的PES里,你可以轻松地用简单的短传把球交到后卫的脚下,系统仿佛会自动帮你瞄准那个后卫的脚,而在新的PES里,这样轻松的短传给后卫的景象不存在了,乔恩·墨非对此抱怨说好象AI被降低了很多一样。从中场传出去的球,要么力量过大,要么就是力量不够,很难找到游戏的节奏。我的第一盘试玩输了个2-0,我无法把球传好,但随着我玩的更多,我渐渐习惯了传球时出现的力量条,操作也变的容易了些,传球更果断,推进速度也提高了一些,我越来越习惯这些,也享受到越来越多的乐趣。

传球的动作有如此多的变化,以致于好象每一次传球都不同,球员会合理地用内侧或者外侧脚传球。我曾暂停下来重放观看的一个伟大时刻的片段是贝隆仿佛使出全身力气(从画面的上方往下方)用外脚背传出的球:当他传球的瞬间,他身体的动作形态不象在PES里常见到的那样,真棒。

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参与人数 2经验 +101 金钱 +99 收起 理由
inter32lc + 99 + 99 感谢翻译
MAGMA + 2

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61#
发表于 2010-7-19 16:58 | 只看该作者
这个翻译,很不错。非常感谢啊!
就是不知道怎么给你打分。。。。。
60#
发表于 2010-7-19 15:28 | 只看该作者
翻译的很棒!

最后一部分——PES 2011 - In-depth look at Passing 还没翻译出来呢,呵呵!
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