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[转帖] 【实时】科隆游戏展前消息汇总(更新法国测试现场图)

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1#
发表于 2014-7-30 01:33 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 亻桀其斤 于 2014-8-7 02:10 编辑

【实时】科隆游戏展前消息汇总(更新法国测试现场图)
【实时】科隆游戏展前消息汇总(更新法国测试现场图)
【实时】科隆游戏展前消息汇总(更新法国测试现场图)
【实时】科隆游戏展前消息汇总(更新法国测试现场图)

unfortunately not, locked out. We have 3 German teams licensed
no locked out   Bayern, Bayer, Schalke
— Adam Bhatti (@Adam_Bhatti) 30. Juli 2014
Anyway, Brazilian teams look nice in PES... ;)
— Adam Bhatti (@Adam_Bhatti) julio 30, 2014

Konami talk Live Updates

转换成英语后的文字内容:http://bbs.winning11cn.com/thread-1148536-1-1.html
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
机翻略修改

科乐美今天透露,公众参观者将能够第一时间得到PES2015试玩。
这将是首次公众能够第一时间染指PES 2015,在那里他们还将展示《Metal Gear Solid V: The Phantom Pain》。科乐美数码娱乐总经理马丁·施耐德说:我们将自豪地展示Metal Gear Solid V: The Phantom Pain和PES 2015两个最强的品牌在欧洲最大的游戏展上,众多玩家渴望的新细节,游戏体现出科乐美新平台所带来的承诺和活力。我们期待与众多玩家在欧洲最大游戏展的日程中分享这重要的发布。

那些前往下个月科隆游戏展的PES迷们一定会满意,因为它已经宣布PES2015的一个版本将出现并且可玩。
在先前的闭门演示后,PES2015将展示在欧洲最大的消费者互动——在8月13日至17日期间,与另个FOX引擎驱动的游戏,《Metal Gear Solid V: The Phantom Pain》
官方新闻稿今早流传,科乐美再次强调了游戏的颂歌——球场是我们的,并解释这将反映出比赛球场上的焦点包括新的射门,传球和球员AI,提供新奇的响应更快速的体验。
此外这次发布的版本将包含PES ID,确保球员通过他们的个人特征能被迅速识别。
尽管没有关于PES2015新细节泄露的声明,也没有关于会确切显示什么代码的详细信息,新闻稿暗示不久将发布更多的信息。
我们还将出席本次展会,所以如果你不够幸运作此旅行,那就一定留意这里所有你需要的与活动相关的重要信息。
PES2015将在秋季发布Playstation 4®,Xbox和额外的平台。
游戏展将在德国科隆8月13至17日,科乐美展台位于7.1展厅A030 / A031

更多介绍http://uk-blog.konami-europe.com ... p-at-gamescom-2014/,PES部分摘要如下:
职业进化足球2015使用次世代视觉效果合并了新的和改善后的游戏体验,拥有迄今最美丽的现实模拟。科乐美将在游戏展上呈现一个具有相当可玩度的版本,提供参观者直接体验到这一点的机会。
PES 2015聚焦在颂歌“球场是我们的”,反映出新游戏的焦点集中在球场上。有引以为傲的新视敏度和游戏中进展包括新的射门,传球和球员AI,PES 2015提供了一个新奇的更具响应性的体验和至今为止对顶级比赛最精确的体现。fox引擎也提高了图形元素,从球员的相似性和运动场上的自然动作,观众和体育场馆,真正把游戏带入了生动的次世代生活。
伴随着PES ID的增加,球队将自动设置为与他们在现实比赛中一样的风格,对关键球员的理想化使用。这些球员通过他们的跑步方式以及他们的表现一眼就能认出来。球员的个性与无缝动画进一步增强。动作流畅度取决于球员相对于球的位置和它的速度。

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【实时】科隆游戏展前消息汇总(更新法国测试现场图) - 完全实况--足球迷的家 - 430e1c_53ac3b4000a68.jpg
2#
发表于 2014-7-30 06:10 | 只看该作者
如果试玩可以下载就好了
3#
发表于 2014-7-30 06:54 | 只看该作者
本帖最后由 77501044 于 2014-7-30 06:55 编辑

"职业进化足球2015使用次世代视觉效果合并了新的和改善后的游戏体验,拥有迄今最美丽的现实模拟"-----支持K社,就应该是现实模拟足球,体育游戏就要真实,易上手、爽快型游戏不适合体育游戏,希望不要向爽快型玩家妥协,或者干脆出了写实和爽快型两个版本,爽快版本EXE设置成速度型即可,满足不同的人
4#
发表于 2014-7-30 07:03 | 只看该作者
本帖最后由 dianzhang1983 于 2014-7-30 07:18 编辑

科隆人的试玩。。。买票去

点评

别忘了报料  详情 回复 发表于 2014-8-1 20:46
5#
发表于 2014-7-30 07:59 | 只看该作者
秋季发售?那就是说发售时间和往年差不多,不会延期了吗?
6#
发表于 2014-7-30 08:01 | 只看该作者
好消息啊啊  {:5_420:}
7#
发表于 2014-7-30 08:33 | 只看该作者
科隆后消息就多了~
8#
发表于 2014-7-30 08:50 | 只看该作者
{:5_422:}
9#
发表于 2014-7-30 09:35 | 只看该作者
好像又开始吹了?不详的预感。。
10#
发表于 2014-7-30 11:54 | 只看该作者
又秋季发布了?不会又赶工吧,那样还不如年底发呢,科隆之后试玩的新视频会多一些,期待15
11#
发表于 2014-7-30 12:36 | 只看该作者
...這回真的沒有DEMO?
12#
发表于 2014-7-30 14:45 | 只看该作者
希望不要又坑爹,这次是K社最后一次机会,我再相信你一次,要还是一坨屎,明年就压根不关注你丫的了
13#
发表于 2014-7-30 15:44 | 只看该作者
无比期待。PS4已经为你蓄势待发。
14#
发表于 2014-7-30 17:29 | 只看该作者
请把视频拿来啊啊啊  主机板的DEMO何时出来
15#
 楼主| 发表于 2014-7-31 13:48 | 只看该作者
本帖最后由 亻桀其斤 于 2014-8-1 09:27 编辑


Read the two interviews below:
Multiplayer: Can you talk about the new focus on gameplay, and your motto of 'The Pitch Is Ours'?
Adam Bhatti: Our goal for PES 2015 is to get back to basis. We want to evoke that feeling, we which we lost last year, and that's what we're focusing on. We also asked our fans and we wanted to listen to them, so we are back at a crucial moment for PES.
PES 6, which I and many others still consider as one of the best football games of all-time, we wanted to capture that feeling again - a feeling which comes from the gameplay. So we closed our offices for days to think about what would make it [PES 2015) so special.
At the end, we hit three fundamental points: shooting and goalkeepers to start with, and then we wanted every goal to be different, possibly through different animations and other visual elements. Then we wanted the game to be responsive which you could play instinctively, without delays in controls. And lastly, the 1 vs 1 dribbling. We identified these key elements and decided to rebuild the game by starting with them.

Multiplayer: Can you also talk about user feedback which has influenced the development of the new PES?
Adam Bhatti: The feedback of the fans is very important to us. The response for PES 2014 was very different from what we had for PES 2013. Clearly, we were concerned that we were moving in a different direction from what the fans wanted, perhaps a little too different from what PES famous.
So for us, it's easy to listen to feedback because the players continually tell us what they think of our games, in good times and bad. But last year, it was more negative and we realised that we had to give them more attention and greater focus.
Sometimes we receive so much different feedback that we must decide based on what the majority of our players want. On the other hand, this year we have a new team in Windsor with its own ideas and plans, as well as the team in Japan who have previously worked on excellent football games.
In short, we must put all our knowledge to good use and make sure to listen to the opinions of our fans. One important thing in this sense is the launch of the game, because last year the fans thought we worked in a hurry. We don't want to give this feeling again, even if the game's ready in time for September or early as next month [August].
In the end, the game will be ready at the right moment. There is no need to worry about what will, or will not, be in the game. When it's ready, you can be assured that we will not have neglected anything.

Multiplayer: Can you explain, once and for all, the issues regarding the lack of several important licenses?
Adam Bhatti: For us, licenses are important. But at the moment, we are focusing on the gameplay. This does not mean that we do not want certain licenses.
The Premier League and Bundesliga, for example, are two important licenses which we do not have. If they were available, we would definitely consider them. We don't want our fans to think that these licenses do not interest us... they are very important.
But unfortunately, they are currently exclusive [to EA Sports]. We follow them [Premier League and Bundesliga licenses) constantly but usually we cannot take them. In short, I want the fans to understand that licenses interest us, but at the moment we are more focused on gameplay.




Klaus Ganer: My name is Klaus Ganer, I am Associate Director for Konami and I am part of the European team for PES 2015.

Multiplayer: What is your role in the European team for PES?
Klaus Ganer: I collect information on footballers and implement them into the game for all users.

Multiplayer: During the presentation, you said that the community will have a 'very active' role in the new PES? In what way?
Klaus Ganer: This year we are working with PES fans from all around the world to collect data - all of which will be integrated into the game. By working closely with the community, we will deliver an even better title.

Multiplayer: What does that mean in practice then?
Klaus Ganer: It means that we will update the players and teams every week, each time giving a game that's almost new.

Multiplayer: Can you confirm that the launch [of PES 2015] will come with all player transfers?
Klaus Ganer: All transfers will be updated every week.

Multiplayer: How do you usually synchronize with the Japanese team?
Klaus Ganer: One team is in Japan. But I personally have worked with the team who makes updates every week - we get together, we discuss and we decide the future of the game.

Multiplayer: How far is the detail, for example, if a player has a new haircut, the community communicates to you and then you implement it?
Klaus Ganer: We have several local editors who collect this type of data. We then integrate the changes into the game. We have created an online tool that allows our editors to gather information which will then be implemented each week.

Multiplayer: Will it also be possible to edit the stadiums, and then send the information using the same feature?
Klaus Ganer: We'll talk at Gamescom.

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