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【360】 極限競速二最新試玩心得

[複製連結] 檢視: 1911|回覆: 0

圖文版本:http://blog.yam.com/xbox360club/article/9932626
Forza Motorsport 2 AU Hands-on
The Look, The Sound, The Feel
他的畫面,他的音效,他的快感,都在這裡一一呈現給你

Australia, May 4, 2007 - We had originally planned to do a Forza 2 head to head between the US and Australia today, but Hilary realised how poor it would look if an Australian thrashed him, and made up some excuse about having to see Spider-Man 3 instead. His time will come. In the meantime, we're going to focus our initial impressions on the three things that have really grabbed our attention in the day that we've had the game; the Graphics, Handling and Sound Effects.

我們今天將會按照原訂的計畫,辦一場美國跟澳大利亞的極限競速二競賽,但是Hilary 很明白如果澳大利亞的隊伍把他打的很慘的話,會有多難看,所以他就想了個藉口,如果輸的話就假裝今天是要去看蜘蛛人三的遊戲。很快的,輪到他該上場了。在比賽過程中,我們會將焦點放在三項重點上:畫面,操控性,以及音效。
Graphics
We've seen just as many screens and videos of the game in action as you guys, but they didn't prepare us for the way Forza 2 looks when hitting three hundred kilometres an hour through New York's Times Square. The most in-your-face, retina-stretching effect is the game's frame rate. Locked at a super smooth 60fps, it's made the IGN AU editors firm believers in the importance of 60 over 30. We'd always thought 30fps was fine… until we played Forza 2 and were kicked into the back of our chairs by its sensation of speed. Strangely enough, it's also less straining on the eyeballs.

畫面
一開始我們看到許多螢幕以及遊戲中的動畫,但是他們並沒有準備讓我們看到極限競速二加速到時速300公里時的畫面。最值得爭議的是,圖像頻率是一個令人張口結舌的特色,每秒可達到60張圖片的平滑運算,這讓IGN的AU編輯們相信每秒60張圖片的重要性遠勝於每秒30張圖片,我們一直以來,都認為每秒30張已經很好了,直到我們玩過極限競速二,以及我們感受到他的速度感讓我們把背都貼在椅子上。非常的不可思議,他也會減少眼球的吃力感。

There's been a trade-off to reach this smoother than thou framerate though - the environments in the game aren't quite as jaw dropping as we'd hoped. Functional is probably a better way to describe them. We've sampled about 8 tracks, and while some of them have a few pretty sections, we haven't seen anything that inspired us to whip out the virtual camera. It's not such a big deal though. Due to the intense handling and fast frame rate, we were usually so focused on the pavement that we didn't have time to take in the scenery.

如果說要我選擇的話,我會願意將豐富的場景換成流暢的遊戲過程。遊戲背景並沒有如果我們預期的豐富,不過這樣的配置的確恰到好處。我們玩了八個塞道,其中有許多不錯的地方,我們一直沒有衝動去打開虛擬攝影機。這並不是一個明智的決定,流暢度還是最重要的,我們光是玩遊戲都來不及了,還有時間看旁邊的佈景?

Unlike the roadside, the inhabitants of the road are a sight to behold. We've spent far too much time pausing our replays to rotate the camera and peek up the skirts of these saucy, turbo-charged ladies. They're smooth in all the right places, with nary a polygonal seam or harsh angle to be seen. They're lit quite nicely too, with an HDR-like glow when in direct sunlight, but they seem a little dark in the shadows. And the reflections in the bodywork just pour over the car's metal curves. It's disturbingly sensual.

與路邊的背景比起來,跑道上的跑車可真是吸引人阿。我們花在重播上不少的時間,也不時的暫停遊戲來觀賞畫面。在遊戲中的每個過程都非常的流暢,不論哪個角度連一個鋸齒都沒有。而遊戲中的光線也非常的完美,當陽光照射下來的時候,顏色非常的鮮豔,在影子下時,還是會稍微暗一點。而車身外表的反射,就如同真實跑車的金屬光澤一樣。這實在太棒啦~~~

<div style="text-align: center"><img src="http://pics19.webs-tv.net/6/userfile/x/xbox360club/blog/1463b65bac114e.jpg" alt="" style="border-width: 0; margin: 0.7em 0;" /></div>

A big deal has been made about the game's damage modelling. Ramming into concrete barriers and other cars at high speed will result in cracked glass, scratched panels and even pieces detaching from the car. One thing that's missing is real car deformation, ala DiRT, where hitting a wall at 200km/h results in the car looking like a squashed aluminium can. Still, high speed impacts are suitably wince-inducing.

遊戲中花了許多功夫在車體損壞模組上。當高速行駛時,撞到護欄會導致車體玻璃裂開,刮花車體,甚至會有零件掉在路上。不過車體的變形部份被忽略掉了,當時速兩百撞到牆的結果應該是車子看起來會像是壓扁的飲料罐一樣。不過,高速撞擊的部分依然有做適當的調配。

One very strange omission is a rear view mirror when in the car's bonnet mode. It's there when you switch to bumper mode, but if you want to see the cars behind you, you'll have to drive from invisible car mode. Hopefully it's just a preview quirk.

有一點非常奇怪的事,一個使用車子引擎蓋模式的時候會出現一個鏡面的反射。這只會出現在當你切換到保險桿模式的時候,但你如果你想看車子在你後方,你必須切換到隱藏車子模式。
希望這只是preview的小問題。

Overall, we're very happy with the way the game looks. The choice to implement a faster frame rate over courses filled with waterfalls and unicorns has worked to the advantage of what the game is all about - the sensation of speed while driving a car only Jay Kay could afford.

總之,我們對這款遊戲的畫面非常滿意。此款遊戲選擇了高畫面數是對的,這點讓此款遊戲非常成功。

Handling
We'll admit that we've only played this game with a control pad (we're saving the joys of using the wheel until our review). Even with this control method, the handling of the cars is where Forza 2 shows why it could be first to pass the chequered flag in the next-gen car race.
操控性
我們必須坦承,我們只有用搖桿玩此遊戲而已(我們將會在review的時候使用方向盤)。不過即使是手把,這也算是次世代賽車遊戲中,最好控制的了。

There's more technobabble associated with this game's physics engine than most rocket scientists are comfortable with. For instance, did you know that the physics engine runs separately to the graphics engine, at 360 frames per second? More time was spent working on the tire modelling than it takes to develop many budget games. We wouldn't be surprised to learn that the game forces your 360 to connect to a massive supercomputer in Dubai to calculate fuel usage. All of this has resulted in car handling that can only be described as… glorious. Dare we say perfect? Of course not, because then Forza 3 would have no room for improvement. But it's damn close.

這款遊戲用的物理引擎跟火箭推進器科學家用的已經差不多等級了。首先,你可知道在360的每秒圖像數這點上,物理引擎與圖像引擎是分開的?光是花在製作輪胎模組上的時間就足夠開發出許多二流遊戲了。就算現在告訴我們,此遊戲會讓你的360在玩遊戲時,連線到杜拜的超級電腦計算可用油流量,我們也覺得沒啥好吃驚的了。總之,只有一句話可以形容,就是..."實在是太棒啦"。我們應該說他是完美的了嗎?當然不,因為這樣的話,極限競速三就沒有改善空間了XD。但是,現在已經天殺的完美了。

HD高畫質影片連結:http://xbox360.ign.com/articles/785/785649p1.html

We're big fans of the way the first Forza handled, and the sequel has raised the bar so far above the first game that it's quite scary. It's really quite hard to describe why - but when you play the game you'll notice it too.

當時極限競速一出來時,我們是他的頭號粉絲,不過這款遊戲從一代到二代中間的等級提升,真是高到嚇死人。這實在很難解釋為什麼,只能說,當你親身體驗時,你就會明白為何我會這麼說了。

It's got something to do with the fine balance necessary when pouring the gas on through a corner, feeling the tires starting to lose their bite on the bitumen. It's about realising that if you turn off stability control, the Porsche Boxster likes to flick its back end around like a dog on heat. It's feeling the subtle stickiness in the curves that your new racing slicks have given your overpowered VW Golf GTI.

當車子在過彎時,輪胎開始把胎紋磨平的感覺,做的非常的真實。這讓你了解到如果你過了一個非常棒的彎,寶馬 Boxster 就會出現一個非常帥的甩尾。

We've done a little bit of hooning about race tracks in our time, pushing cars past the point where they go where we wanted them to, and the game's physics capture that almost-out-of-control feeling perfectly. And that's exactly where the best drivers reside, on the red line between a personal best lap time and a flaming wreck on the Bergwerk corner of Nurburgring.

我們也花了一點時間去嘗試讓電腦輔助跑賽道的功能,讓車子到我們想要他到的點,而遊戲中的動態捕捉系統非常好。而且跑出來的路線,的確是最完美的路線。

And all this is with a control pad. Dear lord, we can't wait to hook up our shiny 360 steering wheel.

雖然我們只有用搖桿玩而已,我...實在等不及我們的360方向盤到來了。
 

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