That leads nicely onto keepers. No need to digress.
好像又该说说守门员了,算了,还是不要跑偏吧。
So, starting from something like dribbling you’ve seen so many elements intertwine right through the spine of the game, where one small issue would give birth to many more. That’s where this year’s up coming game comes in. A game on the face of it doesn’t seem to do a lot, but the key gameplay fixes and changes create a domino effect on the rest of the product. Correcting one mistake, and you potentially correct them all.
你看,我们从带球开始往下捋顺,发现所有的元素都纠结于比赛运行的始终,一个小小的问题,会引起很多问题。接下来,我们新一年的游戏要闪亮登场了。这是一个表面上不需要做很多改动的版本,但关键的修复和改进会产生多米诺效应。一个错误的修正会潜移默化的改正所有其他错误。
This is PES 2012.
现在是PES2012啦
THE BEAUTIFUL GAME
美丽游戏
After meeting up with Jon (Murphy) and Steve (Merrett), we quickly got into the game, and just as quickly realized the new post-E3 code was substantially different from the initial code we sampled a few months back. So THAT’S why we couldn’t write about it.
与Jon (Murphy)和 Steve (Merrett)会面之后,我们很快拿到了游戏,很快我们就发现这个新版E3后的代码在实质上和我们几个月前测试的初始版本有所不同。这~~~~就是我们为什么不能评论它的原因。
The gameplay has been tightened up massively, with fluidity, consistency, and a feeling of completeness when playing the game. All elements missing from PES 2011. So from here on in, let’s start again with our impressions of PES 2012. We’ll forget the last podcast was ever recorded. Clean slate coming in.
游戏在流畅性、连续性方面加强很多,游戏结束时有一种“完整”的感觉。所有被PES2011遗失的元素都回来了。所以,从现在开始让我们进入:PES2012印象!让我们忘记播客里说的,重新开始。
With that in mind let’s discuss the initial presentation improvements, from the front end to pre-match niceties. The front menu is now officially endorsed by UEFA, with a background and bottom of screen ticker linked to the website. Moving between game modes, exactly the same as PES 2011 in the layout, you now have real life footage playing in the background, rather than a single unknown player doing his stuff. The footage we saw looked like Champions League highlights, mainly of Messi tearing apart yet another defence.
记着它,我们从前端到赛前细节等方面,开始讨论实况表现的主要提升。主菜单得到了欧冠官方授权,包括背景和屏幕底部的网址链接。游戏模式的切换和PES2011的布局完全相同,现在你可以看到背景中有真实比赛片段,而不是一个不知名的球员自己在那比划。我们看到的片段像是欧冠真实高p潮场面,主要是梅西撕开对方防线。
Our options there after were limited, as the code only allowed one-off exhibition matches to be played, in the Camp Nou, and only at night. Choosing our teams, which consisted of top European and International outfits, we noticed a new look to the selection process. Picking the teams was still similar to PES 2011; in the way you have two horizontal bars to pic region/league, and the actual team. In PES 2012 you now get a different grading system of the teams, yet again doing away with the hexagon.
之后我们的选择就很有限了,代码只允许玩演示比赛。比赛在诺坎普球场进行,且只能在晚上。开始选队,球队包括欧洲豪门和世界强队。我们注意到选队界面有所改变。选队基本和PES2011类似,在选队过程中你有两个水平条,分别选择地方/联赛,以及实际球队。在PES2012中加入一个不同以往的球队评级系统,再次废除了六边形。
Now you get 6 grades for each specific category, ranging from A to D. The criteria are the same, so you have Offense, Technique, Physicality, Defense, Tactics, and Speed. The letter (as mentioned previously) is in a retro ISS 64 boxart font style. Certainly one for the hardcore fans to spot!
现在每个详细的分类中有6个评级,评级从A到D。分类标准是相同的,你有进攻、技术、身体、防守、战术和速度6方面。字体是retro ISS 64 boxart font,电脑爱好者很容易发现。
Teams selected, and you can then get to pick kits, formation and settings. Team kit selection works the same way as last year, which is perhaps disappointing as confirms we won’t have 3rd kits again for PES 2012.
选好队了,你开始选队服、阵型、设置等等。选队服和去年一样,可能令你失望了,因为PES2012仍然不能有第三套队服。
The formation screen is completely intact from PES 2011, but again the letter grading system in is place. By selecting a player, you now get a picture of him, and beside his mug shot 6 grades showing key abilities you might want to know more than others.
选阵型画面和PES2011比没有任何改变,但前面所说的评级系统也加入进来。选定一个队员,你可以看到他的照片,在他的脸旁边有六个评级,分别显示了他最强的6个关键能力,可能也是你最想了解的能力吧。
The bottom menus have changed too, with the first four icons linked to the new trigger tactics for the d-pad, which you initiate on the fly. As reported, the d-pad isn’t a control option by default, allowing Konami to utilize the control set-up in a similar to FIFA.
底部菜单有所改变,前4个选项设定为十字键控制的战术,在比赛中可切换。根据报道,十字键不再作为方向控制键,而改为切换战术,这与FIFA的控制类似了。(译者注:当然也可以设定为十字键控制方向,摇杆控制战术,但二者不可同时控制方向了。)
What’s interesting about this element though is that it’s extremely deep. So not only are you changing the formation and playing styles, you can also change parameters even further to make them more obvious/subtle. Another weapon in the armory for the tacticians out there!
这个元素中有趣的是,它更加深入了。所以你不仅可以改变阵型和打法,你也可以改变防线,让他们更明显或更不可捉摸。战术大师们又得一神器啊!
Into the match, and you’re first off greeted by a brand new tunnel sequence. It’s much busier than PES 2011, and more ambient. Players are more active, and interact with ground staff walking around them. As they walk onto the pitch you see cameramen congregated behind a barrier taking snaps, with a lone cameraman coming forward ready to wander along the line-up for the big screen close-up. Then a quick jump to players stretching and warming up, right before kick off.
进入比赛,首先映入眼帘的是全新的出场画面。出场比PES2011更忙碌,更有气氛。球员更活跃,甚至与周围的场地工作人员有互动。球员入场,你可以看到记者们聚集在警戒线后抓拍精彩场面。一个手持长镜头的摄像师沿着球员队伍抓拍近景。然后镜头切换到球员开球前热身的场景。
DO YOUR TALKING ON THE PITCH
说说球场上的感受
So with all the pre-match elements intricately described (just so I don’t have to mention them again in the future!), lets get on to the important stuff.
赛前的各种元素我都乱七八糟的说了一通(以后就可以不说啦),开始重要的比赛吧!
As the ref blows for kick off, a barrage of elements hit you almost instantly. AI, Camera, graphics, ambiance and ball physics. That’s just the first wave! Lets hit those first 5 elements, then.
主裁判一声哨响,比赛开始!一大堆的元素就让你目不暇接:AI、镜头、画面、气氛和足球物理模拟。亲,这还只是第一大波哦!让我们先来说说前5个元素。
AI is Konami’s big push this year, and you see it in abundance from the off. Players are so alive to what’s going on around you, and before you know it are making intelligent runs and supportive movements to cover or offer an easy pass. The few minutes of playing PES 2012 actually gives you a clear indication of just how lifeless PES 2011 was in this respect, and it’s the one key thing that has been lacking with the series for this generation.
AI是今年K社的重头戏,从开场你就可以明显发现。球员对你身边发生的一切都表现出鲜活的反应,在你还发懵的时候,他们就开始睿智滴跑位、支援、补位、接应。仅仅玩几分钟PES2012,你就会发现PES2011与2012相比是多么的死气沉沉,这也是次时代实况普遍缺少的关键点。
But it’s not about dummy runs and forward runs trying to get behind a defense, it also about supportive runs and players around you giving you the opportunity to pass. Take Barcelona and AC Milan. Two different formations, and two different ways of playing. Milan’s way of playing is driven through the middle of the pitch, with width only created by the full backs. Options to pass therefore remain channeled down the middle, and means recycling the ball can be difficult due to the centre of the pitch often becoming over populated. Playing as Barcelona however gives you a completely different mindset. Width is always an option, with both wingers and full backs constantly getting forward and supporting attacks. The entire team is very compact, always moving and giving you an option every which way possible – completely differently to Milan.
但这不仅仅是为了突破对方防线的假跑和前l插,更是支援性的跑位,周围的球员让你有更多机会传球。以巴萨和AC米兰为例。两个不同的阵型,两种不同的踢球方式。米兰更多的是中路渗透,边路给边后卫来打,更多的传球机会来自中路通道,着就意味着倒脚是比较困难的,因为中路总是很拥挤。巴萨给你一种完全不同于米兰的感受。边路总有接应,边锋和边后卫不断前p插,创造机会。球队整体很完整,总在跑动,给你很多传球选择,完全不同于米兰。
The camera now swoops low and stays consistent with the flow of the game, always giving you the best view for what’s going on with the action on screen. The camera in PES 2011 was all about giving the broadcast experience, and while many fell in love with it at first, it wasn’t long before we were all yearning for a better scope for what was happening around the pitch, and had me wanting to get wide cam back. The wide cam does just that, sitting still rather than always moving all around the place.
镜头现在俯冲的很低,跟随比赛运移,总能让你有最佳视角来看清屏幕上发生的事情。PES2011旨在给你真实的直播视角体验,很多人开始非常喜欢,但时间长了就渴望看到球场上更多的地方,于是又希望宽视角回归。宽视角完全满足要求,坐在那不动,而不必到处跟着跑。
Graphics in gameplay cam have been a sore point for PES fans over the years on this generation; with the game almost giving us a completely different look both close and from afar. Incredibly lifelike close in, PES has always failed to keep the level of detail once the match gets going.
次时代的游戏画面一直让实况玩家很蛋疼,近景和远景完全不一样。近景画面那样的鲜活!比赛一玩起来,画面又是那样的悲催!
PES 2012 see’s a gradual improvement, although right now it’s not what I would call fixed. There’s much more detail held now, with player physique and kit style (i.e. untucked shirt, wristbands) much more visible than before. It almost looked like the outline of a player’s body had been given a type of shading, emphasizing the differences between shapes. Puyol looked like a mini hulk, while Busquets looks slim and athletic. PES 2011 improved that element, but PES 2012 certainly takes that detail further.
PES2012更注重逐渐提高,到目前为止我还不认为它是修复。现在加入了更多细节,比如球员体型,服装(衣服不掖进短裤里,护腕等)比以往更明显。看起来好像球员身体轮廓加入阴影,更强调了不同体型。如普约尔看起来像小浩克,而布斯克茨看起来显瘦而运动。PES2011强调了这个元素,而PES2012明显让细节更进一步。
It’s also nice to see a richer looking player surface, with the cut of the grass and believable textures giving you the illusion you’re playing on a wonderful pitch. And it’s not just the pitch that looks great; the entire stadium is something that is more prominent in the new camera angle. Playing in the Camp Nou, the viewpoint really gave the impression that you were watching an actual broadcast.
球员外观非常棒,加上真实草皮和可信的球场花纹,让你幻想你在一个极美的球场拼搏。不光球场看起来很棒,整个体育场在新摄像镜头的视界中显得更加突出。在诺坎普比赛,视角真的让你感觉自己在看一场现场直播。
Now for the ambiance, and PES 2012 has really come a long way. It’s simply brilliant. Managers gesturing and walking around their technical area, ground staff walking around the pitch and behind the goal, and camera men who are on a base follow the play and move with the ball. The crowd (more visible on the fantastic new pitch side cam) animates subtly, but add to the overall visual and atmospheric experience, especially with them wearing the shirts of the home team. And while we’re yet to be able to truly judge the sound and how that element will add to the final experience, it’s already at an incredible high level that not even weird anecdotes from Champion and Beglin could ruin this one.
现在来说说气氛,PES2012真的迈出很大一步。非常之不错!教练(译者注:英国人叫经理)在替补席边走动,指点江山;场地工作人员在场边和球门后走动;摄像师坐在个大机器上跟随球移动。观众(在非常棒的新场边镜头中更容易看到)动作不明显,但整体感觉烘托了比赛气氛,特别是观众还穿着主队队服。尽管我们还没能测试声音以及声音对最终游戏体验的烘托,气氛就已经达到难以置信的水平,Champion and Beglin奇怪的传闻也不能毁掉它。(---没明白---)
The final instant realization of change had to be ball physics, which have undergone a massive transformation. Less pace, less laser guided, and more free. For the first time since the PS2 days, the ball actually feels like it’s own entity in PES again. And that’s from the moment the ball is passed, to the way it’s controlled, and then passed on again – each element is key as in every moment you need to make sure the ball is your possession. The power in the passing is ever more key, with over hit passes requiring more care in bringing under control. You’ll also find the ball will curl and bobble in ways it simply hasn’t done on this generation.
最后一个明显的改变就是足球物理模拟,它正经历着翻天覆地的变化。速度更慢,更少激光引导(译者注:更少的修正吧),更自由。PS2以来的实况里,头一次感觉球又是它自己了。从球被传出去的一瞬间,到球被控制住,然后又传出去,每个环节都很关键,你都要确保球在你的控制当中。传球的力量更关键,过大力量的传球要更小心才能控制住。你也会发现球的弧线和弹跳在次时代实况中从未有过。
After getting past the ‘Fantastic Five’, other key changes quickly become obvious. As you pass, move and dribble, the improved response times and fluidity in movement has been ramped up, with small added animations making it look better and of course make it more responsive.
说过了最极品的5项改变,其他的关键变化也很明显。当你传球、跑动、带球,更好的反应时间和运动的流畅性都体现出来,加上一些小动作,让它看起来更好,当然反应也更灵敏。
The physicality has been worked on a great deal too, allowing for better ball retention and interaction with an opposition player. Gone are the days of cumbersome dribbling feel and control being taken out of your hand via a stumbling animation. Things are more seamless, and always keeping you in full control of everything going on during the game. Players will palm off players trying to subject them to pressure from behind and the side, and includes seeing this off the ball too. In the same essence, players are able to ride and skip over challenges, keeping things moving,
身体因素也表现的很好,允许更好的护球以及与对手身体接触。告别以前笨重的带球,告别一个踉跄球就被抢走的时代。所有元素都更加无缝,总让你对场上发生的一切尽在掌握。当又球员从侧面或后面接近,企图断球时,球员之间会推搡,在无球状态也有体现。同样的,球员会躲避铲断,让比赛更流畅。 |