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[其他] 7月22日的pes2011试玩报告(来自Evo-Web)

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发表于 2010-8-3 16:51 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 thalassaz 于 2010-8-3 16:53 编辑

PES 2011 Community Day 22nd July (来自Evo-Web

722pes2011试玩报告

"At last" was my reaction having played my first few minutes of PES 2011. "At last" because even though technically we're beyond calling the Xbox 360 and PS3 "next-gen" it's the first time PES has felt at home on this round of consoles. Its PS2 and even PlayStation roots all too apparent despite the graphical advancements and last year's 360° control.

PES2011上手的第一反应是,"终于(有了)"。之所以有这样的反应,是因为虽然xbox360ps3早就发售了,但pes似乎是刚刚进入次世代。尽管在画面上有提升,去年也加入了360度操控,但pesps2﹑甚至是ps时代的游戏本质还是太明显了。

The 360° control of last year, however, was very hard to spot. Not least because the ball could only be passed in 16 directions and even the players didn't appear to have the range of movement due to the distinctly last-gen animations. This year it all feels right. The gameplay even from the modified E3 code we had access to has already improved considerably over last year.

虽然去年加入了360度操控,实际却很难让人感受到。这不仅是因为实际上的传球方向只有16个,而且因为上一代动画制作的问题,球员似乎也没有多少动作。今年的感觉则都很不错。即使E3上的展示也比上一代游戏有了非常大的进步。

To illustrate the point, having a quick game of PES 2010 before writing this made me feel like I'd just booted one of the old PS2 favourites. That's not to say that enhancements haven't been made over the old games it's just that a lot of the time they were hidden behind a creaking game engine. EA were quick to realise the need for a new core engine for the current generation of gaming hardware and have reaped the rewards since.

为了说明这点,在写文章之前我玩了一下pes2010,它让我想起了以前ps2上的最爱。并不是说画面没有提升,但这些都无法掩盖pes的老旧引擎。EA则马上意识到得为新一代主机制作一个全新的引擎,并从中收获甚丰。

I'm not claiming it's an all new game engine as it clearly isn't but the core mechanics have definitely received the overhaul they needed.

我并没有要求一个全新的游戏引擎,显然它也不是。不过它的游戏核心确实做了必需的大修。

As a demo version we had access to only Exhibition mode with 13 teams (France, Italy, Germany, Portugal, Argentina, Netherlands, Cote d'Ivoire, Manchester United, Real Madrid, Roma, Inter, Porto and Benfica) and a Copa Libertadores mode, which just amounted to another exhibition mode but this time between 4 teams from South America (Internacional, Corinthians, Estudiantes and Cruzeiro). Restrictive maybe but that let us concentrate on the most important part of any football game, the engine.

demo里有友谊赛的13支球队和南美解放者杯的4支队伍。让我们把注意力放在任何足球游戏的最核心部分——引擎。

Players and the ball now obviously have full freedom of the pitch from any angle. The animations, while not perfect at the moment, now fit in with the movement as you'd expect so the old fashioned "on the rails" movement is just that, old fashioned. Even without using manual passing the direction you hold for your passes is adhered to where possible and you probably will knock the ball out of play or to the opposition a few times as you rely on old habits.

现在,球员和球显然有了完全的自由度,可以向任何方向出球。动作现在还制作得并不完美,但至少能符合你的期望了。这样,那些过时的﹑没有自由度的动作这下真的过时了。即使没有使用手动传球,你按下传球键时的方向也会影响到出球方向。如果你还按以前的习惯玩游戏,那么你会经常把球传出界或是传向相反的方向。

Players' technical attributes do still come into effect for passes so there'll either be curl on the ball or they will have the ability to hit a tricky pass with the amount of power you requested where a less gifted passer, typically a centre back, might get the direction but not the power, for example.

球员的能力值还是会影响到传球效果的,比如可能会传出弧线球。如果球员能力比较强,你按键力量合适,也能传出绝妙的传球,如果一个球员能力一般,比如一个中后卫,那么可能他即使传对方向,传球力量也会不到位。

On the subject of manual passing I'm happy to report that it no longer seems to surprise the players on the pitch when a pass heads off in a certain angle - the response to the ball remains consistent for the most part.

手动传球时的动作不再像以前那样突兀。

A power bar, which in screenshots may look a bit tacky, accompanies your player on every ball hitting request you make be that passing (short or long), shooting or heading. Again the player's attributes and your timing will come into effect in terms of applying that power to the ball but you quickly get used to seeing the power gauge in play. It's also handy to see when an action might be buffered that you weren't expecting giving you the option of cancelling before your player amusingly hoofs the ball out of play after you'd planned a slide tackle with someone else.

力量槽,看上去有点俗不可耐。短传长传射门头球都会用到它。

球员能力和你出球的时机会影响到出球的力量,不过你很快就会习惯使用力量槽了。

按下力量槽以后,在把球踢出去之前,你也能取消这次传球。

In terms of player response times to your input aside from specific situations (mentioned below) they were very good and certainly didn't crop up as a negative at any point during the day.

操作的响应速度很快。

The new trick system is a cause for concern/celebration depending on how you view it. In the code we played there were 3 preset packages of tricks. Each package is made up of 4 chains of dribbling moves be they step-overs or flicks and the like. They start with you holding down L1/LB and pushing up, down, left or right on the right stick as the first move of each chain and then if you keep up the right stick moves that have previously been defined your player will attempt the chain of tricks. We didn't have the ability to define our own packages of tricks but the potential is there and the option to choose between the defined packages was in the pause menu.

对于新的假动作系统到底应该担心还是应该欢呼,就看自己怎么想了。

我们的试玩版本里有3套预设的“打包”假动作。每套包括4种不同的假动作,绕跨、扣球之类的。

按下L1,同时推右摇杆上下左右,分别做出这4种假动作,如果你不断地推右摇杆,就可以连续做出各种假动作。

试玩版本不允许我们设定自己的假动作,不过在暂停菜单里可以看到一个选项,这个选项可以用来在各个预设的“打包”假动作之间进行选择。

In terms of affecting gameplay it's clear that a skilled dribbler could pull them off without too much trouble but actually getting passed a savvy defender still isn't guaranteed. I was able to perform skill moves with lesser technically gifted players as well but only ever away from play when I was specifically trying them out. At this point I wouldn't like to say definitively that they will be sufficiently balanced and not over-powered but I'm pretty confident that will be the case.

技术好的球员要过人并不难,但如果对手预判能力强,也不一定能成功。

我用技术差一些的球员也能做出过人动作,不过我是在非比赛的时段,特地去试了这些球员。

就这点来说,我觉得平衡性会是一个问题。

Part of the reason I couldn't confirm the trick system's potential was because another new gameplay element, the defensive hold-up play feature had not been fully implemented in the version of code we played. I tried it a few times without success and ended up with flat-footed defenders a lot of the time. The old faithful jockey technique proved far more effective. As a player that appreciates the defending side of the game as much as the attacking I hope to be able to try out that feature soon.

我无法判断平衡性,部分是因为新的防守操作系统还没有在这个试玩版里完全实现。

我试了好几次都没有成功,最后都是像以前那样进行防守拦截。还是以前的操作更有效。

我希望很快能同时享受到进攻和防守的乐趣。

The game speed option was present in the in-game pause menu giving you -2, -1, 0 (default), +1 and +2. I was quite happy with 0 but -1 was also a good pace for a football game. As the respective speeds could still change prior to release I didn't spend too much time away from the default.

游戏速度选项:-2-10+1+2

默认速度不错,当然-1也不错。

我基本都是在用默认速度玩。

游戏速度在游戏发布前可能还会有变化。

The other new feature immediately obvious to us was the layout and functionality of the pre-match screens. When you first enter the screen you have a choice from a menu of offensive/defensive/balanced/simple/manual. The first three take you into the line-ups screen having modified the team formation and strategy in line with your preference. Choosing 'simple' first brings up a formations list with a couple of variations such as out wide or down middle from which you can choose before getting to the line-ups. Selecting 'manual' takes you into the screen without amending any default values.

比赛前的战术设置界面也很吸引人。

进入设置界面后,有5个选项,分别是进攻型、防守型、平衡型、简明、手动设置。

如果你选择前面3个选项里的一种,那么你会进入首发阵容界面,球队的阵型和战术已经根据你的选择进行了调整。

如果你选择“简明”,会出现一个阵型列表,和带有几种变化的子阵型。在选择阵型以后,就可以去挑选你的首发球员。

如果你选择“手动”,则进入没有任何修改的默认阵型。

After this initial choice you're presented with a large pitch diagram showing your first 11 in their positions. Selecting the players directly in the diagram allows you to view their profiles, attributes etc. or swap them with one of your substitutes who are shown as arrows down the side of the pitch. When you click on a player the most appropriate substitutes are highlighted allowing you to quickly see who to swing the cursor at.

经过一开始的选择,现在出现在你面前的,是一个巨大的球场示意图,上面有你的首发11人,并表示出他们的位置。你可以直接选择球员查看他们的属性,或者把他们和旁边替补席上的球员对调。替补球员就在球场示意图边上排成一列。当你选中一名球员时,推荐的替补球员会高亮显示。

The skills pentagon makes a welcome return when comparing a couple of players, which is required as there is very little room under the pitch for lists of stats.

球员技术能力值用多边形表示,方便玩家比较。

The other tactical options are shown across the bottom - selecting them brings up other menus to choose your formations/strategy/team style/set piece takers and the like. When you're defining your team styles you use sliders with values from 0-20 show for things like player support/pressing/defensive line with the resulting change to the formation or player runs displayed on the pitch diagram.

其他的战术选项在屏幕下方。点选后会出现其他菜单,你可以选择你的阵型、战术、球队风格、定位球主罚人等。

球队风格就是战术条,在0-20之间选择,确定你的球员支持、逼抢、后防线,你对球队风格做出的改变会显示在球场示意图上。

While, I think, in terms of swapping players in/out of your line-up it's slower than quick menus you certainly couldn't argue that the layout and design of the screen is vastly improved.

我觉得换人的操作要比在quick menus里的操作要慢。

毫无争议,战术设置界面有了巨大的改进。

So far so good then. There are of course negative points that in fairness could be classed as work in progress at this stage but to give a more balanced view they are:

说完优点当然也要说缺点。鉴于现在这个试玩只是半成品,我尽量做一个客观一点的评价。

- Goalkeepers: They were shocking 50% of the time. Already improved in later code apparently. (Confirmed as work in progress)

守门员:在半数的时间里,他们都太可怕了。在最新的版本里显然已经改善了。(半成品)

- Player selection: Still off the mark in terms of the players it selects and the subset of players it allows you to choose from (i.e. it will cycle between two players closer but behind the ball rather than a defender further away but who you'd really like to control at that point). The player cursor selection options are still also limited to Unassisted, Semi-Assisted and Assisted - bring back the graduated scale, Konami! Let us choose.

切换球员:它选择的球员和它允许你从中选择的球员之间依然出入很大。(比如,你只能在力球较近的球员里切换,如果你要控制离球较远的球员,就办不到了。)切换球员的选项依然只有Unassisted, Semi-Assisted and AssistedK社应该重新加入以前的滑动条,给玩家选择权。

- Player reaction: There is still a problem where players don't react to a loose ball properly - generally after the ball has knocked between a few players or when an attacker shoots - he seems perfectly happy that's his job done even if the ball was blocked and he could've had another chance.

球员反应:球员在丢球后依然没有正常的争球动作,前锋射门之后就不管了,即使球被阻挡了,也好像跟他没关系一样。

- Player tickling: It's probably not tickling but it's the only explanation I came up with. It's very frustrating to have a player with the ball impeded by a defender just being right up against his back rendering him unable to move or pass the ball until the contact has finished or the ball has been lost.

球员硬直:一个后卫在你身后逼迫,你就不能移动不能传球,直到身体接触结束或者你丢了球。这实在是太让人沮丧了。

- Player slowing down when running onto a through ball. It's still there despite the lack of rails. A few times I'd played a chipped through ball through to a striker who plodded on at jogging pace despite my best intentions until he was tackled. I know the through ball behind a defence move has to be balanced but surely not like this. I also saw other attackers do this every now and then without a particular reason. (No I didn't spend the entire game holding sprint)

虽然自由度很大了,但球员跑到一个穿越球边上还是会突然慢下来。

有好几次我传出了穿透力很强的穿越球,但我的前锋却慢腾腾地,直到他被阻截了。

我知道k社是出于游戏平衡性考虑,但也不能做成这个样子。

我也看到其他前锋在接球时,有时也会这样毫无理由地突然慢下来。

在比赛里,我也不会一直按着加速键。

- Refereeing: Blatant trips not given, a harsh red card here and there. (Confirmed as work in progress)

裁判:不再是明目张胆的黑哨了,到处都是严厉的红牌。(半成品)

- Nets: This is just for Evo-Web, they're still not very good and look fake. There I said it.


While it's too hard to contrive conclusions from such a limited preview of the finished article I can say that I'm optimistic about PES for the first time in years and that's coming from a hardened old cynic. Here's hoping Konami keep up the new approach in terms of development and involving the community at large to deliver something grand.

要给出一个结论并不容易。但我可以说,这些年来我第一次对pes感到乐观。

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2#
 楼主| 发表于 2010-8-3 16:54 | 只看该作者
不好意思,排版比较乱,大家凑合着看吧
3#
发表于 2010-8-3 18:12 | 只看该作者
很好很强大
4#
发表于 2010-8-3 19:47 | 只看该作者
不错,期待!
5#
发表于 2010-8-3 22:26 | 只看该作者
顶LZ,希望有更多的试玩体会放出
6#
发表于 2010-8-4 17:54 | 只看该作者
回复 1# thalassaz


    路过看下
7#
发表于 2010-8-4 18:52 | 只看该作者
这个测评很细致

“有好几次我传出了穿透力很强的穿越球,但我的前锋却慢腾腾地,直到他被阻截了。”这个问题我调存档的时候就遇到过,盘带速度和即时速度不匹配的问题,看来K社的修改方式和我们的笨办法也没多大本质区别么。。。:bz36:
8#
发表于 2010-8-4 19:00 | 只看该作者
果然连招有bug倾向,希望这个的判定能做合理一些
9#
 楼主| 发表于 2010-8-5 06:36 | 只看该作者
这个测评很细致

“有好几次我传出了穿透力很强的穿越球,但我的前锋却慢腾腾地,直到他被阻截了。”这个 ...
zxt1222 发表于 2010-8-4 18:52



    这个问题在ps2时代就已经很明显了。
10#
发表于 2010-8-5 07:31 | 只看该作者
本帖最后由 zxt1222 于 2010-8-5 07:32 编辑
这个问题在ps2时代就已经很明显了。
thalassaz 发表于 2010-8-5 06:36


PS2时代出现这个问题是因为当时速度分段没有做好,只有4个分段,速度很容易不匹配(很多时候想匹配也不行,那时候的带球速度的算法和现在也略微有些不同)
2008以后实况速度分段变成5段以上了,匹配问题其实是没了(只要你盘带速度设置高一点),只要设置对,不会不匹配
但是为了平衡性,刻意压低盘带速度以后,这个不匹配的问题又来了

说到底,还是基本盘带要素没做好,只好用刻意压低盘带速度这个土办法。。
11#
发表于 2010-8-7 23:04 | 只看该作者
1111
12#
发表于 2010-8-8 15:38 | 只看该作者
pes2011快来吧!我受不了了,要射了!
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