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[新闻] 谁帮忙给翻译下呢~IGN试玩WII U的塞尔达~

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发表于 2011-6-8 02:43 | 显示全部楼层 |阅读模式
貌似还不能控制林克,可以改变光线和视角~
麻烦各位英语达人给简单翻译下吧~

http://wii.ign.com/articles/117/1173486p1.html

Given the fact that The Legend of Zelda: Skyward Sword has yet to hit store shelves, I honestly didn't expect Nintendo to debut an HD Legend of Zelda at this year's E3. It almost struck me as being counterproductive.

I'm thankful I was wrong.

Though technically only a cinematic, which is not an indication a full game is being made (yeah, right), this Zelda footage blew me away. Stunning lighting, fantastic textures and excellent animation are just the broad strengths of this demo. What was even more impressive is that Nintendo managed to retain an established style, Twilight Princess, even while transitioning to HD.

Make no mistake, these are some awesome graphics by any standard. But rather than try to render every hair on Link's head, Nintendo seemed to pour its attention into the environment. The mood in this citadel setting, just before Gohma squares off with Link, is palpable. Sometimes realism isn't necessary. Nintendo also proved it can aim for a very specific art style and nail it. The second you see Link, you'll understand this is the Twilight Princess version, not Ocarina of Time or Skyward Sword. Regardless of enhancements, Nintendo's original visions were preserved here. To be clear, though Nintendo utilized a broad artistic style in this demo, every asset I saw was clearly original. This is not an old game scaled up in resolution.



Nintendo opens the scene trying to trick audiences. A slow-moving sequence showing off the interior of a citadel or temple gives no indication that this is Nintendo's legendary series, until the camera starts to pivot upward. A familiar symbol starts to become visible in the granite -- the Twilight Princess logo featuring the Triforce as well as the wings.

Our attention then turns to Link, who is stepping into the temple to explore. Shortly thereafter, Gohma bursts through a window to challenge our hero. The two square off in an epic battle, though you never discover who wins before the cinematic ends.

The video's first segment didn't last long because Nintendo had several more tricks up its sleeve. The publisher then displayed the same sequence to me at night, to illustrate how the citadel environment would dynamically change through the passage of time.

But just showing off a lighting change isn't all Nintendo wanted to do. The tablet not only featured a full top-down map of the location, it held three icons. One allowed you to switch between night and day at any time. A second let you shift the camera between multiple positions. At one point I actually spotted Gohma crawling along the outside of the building before she confronts Link. The third button allows the player to pull the cinematic from the TV to the controller. Though Nintendo refused to give me indications about the range of the tablets, it'd be spectacular to be able to continue playing a game even though you leave the room holding the system itself.

The battle is over in the blink of an eye, and my time in Hyrule was far, far too short. But just seeing Nintendo's iconic franchise in action is more than enough reason to celebrate. The visual quality alone should prove that The Big N can deliver when it wants to do so. Here's hoping we see a better split between casual and hardcore audiences this generation.
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发表于 2011-6-8 02:46 | 显示全部楼层
前面一直都在说画面很好

只有个宣传片,没有可玩,而且战斗画面也很少。
大多是只是对未来的期望而已,其实发个图IGN那群绿帽青就高潮了
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发表于 2011-6-8 02:47 | 显示全部楼层
果青已经激动得失禁了
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发表于 2011-6-8 02:51 | 显示全部楼层
主要就是这段
The tablet not only featured a full top-down map of the location, it held three icons. One allowed you to switch between night and day at any time. A second let you shift the camera between multiple positions. At one point I actually spotted Gohma crawling along the outside of the building before she confronts Link. The third button allows the player to pull the cinematic from the TV to the controller. Though Nintendo refused to give me indications about the range of the tablets, it'd be spectacular to be able to continue playing a game even though you leave the room holding the system itself.

平板不仅仅是作为小地图,还有三个图标按键。 一个转换日夜,一个可以控制几处的视角(貌似是从几个地方看,类似监视那种),例如有一个在遇敌之前,在外面就看到了Gohma(那个蜘蛛)。 最后一个按键是电视传到手柄来看。

基本就是平板手柄展示了,后来有距离测试,他觉得可以离开客厅之类的吧
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 楼主| 发表于 2011-6-8 02:53 | 显示全部楼层
引用第3楼chakane048于2011-06-08 02:51发表的 :


他觉得可以离开客厅之类的吧

.......


这个很关键,要能卧室和厕所的距离都能传输就好了~
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发表于 2011-6-8 02:54 | 显示全部楼层
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 楼主| 发表于 2011-6-8 02:55 | 显示全部楼层
引用第5楼软狗于2011-06-08 02:54发表的 :
貌似还不能控制林克,可以改​​变光线和视角〜
麻烦各位英语达人给简单翻译下吧〜

http://wii.ign.com/articles/117/1173486p1.html

.......


233~要用谷歌翻译我刚才就用了~还是找人肉翻译好点。。。。
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发表于 2011-6-8 03:44 | 显示全部楼层

谁帮忙给翻译下呢~IGN试玩WII U的塞尔达~

引用楼主chakane048于2011-06-08 02:51发表的  :
主要就是这段


平板不仅仅是作为小地图,还有三个图标按键。 一个转换日夜,一个可以控制几处的视角(貌似是从几个地方看,类似监视那种),例如有一个在遇敌之前,在外面就看到了Gohma(那个蜘蛛)。 最后一个按键是电视传到手柄来看。

.......

这段前面都是在描述动画,懒得翻

按钮的功能没错,不过原文是说任天堂死活不给有效距离,作者自己脑补要是能换房间继续玩就太好了。

真的想看+没人翻的话我晚上回家翻一下,手机打字别扭


- 發送自我的 iPhone 大板凳應用
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 楼主| 发表于 2011-6-8 03:48 | 显示全部楼层
引用第7楼SunMaze于2011-06-08 03:44发表的 谁帮忙给翻译下呢~IGN试玩WII U的塞尔达~ :


这段前面都是在描述动画,懒得翻

按钮的功能没错,不过原文是说任天堂死活不给有效距离,作者自己脑补要是能换房间继续玩就太好了。
.......


那感谢了,翻译出来肯定有人看的~
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发表于 2011-6-8 04:08 | 显示全部楼层
别翻了

http://kotaku.com/5809555/zelda- ... -look-this-stunning
直接看视频,最有力的表现。
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发表于 2011-6-8 04:28 | 显示全部楼层
看视频不错啊。。。虽然只是技术演示的DEMO
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 楼主| 发表于 2011-6-8 04:44 | 显示全部楼层
这视频爽啊~
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 楼主| 发表于 2011-6-8 04:46 | 显示全部楼层
能玩到这种画面的塞尔达真的是爽~虽然高清来的比较晚但有总比没有的好~
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发表于 2011-6-8 04:50 | 显示全部楼层
要是用这引擎做一个BIO4...
或者怪物猎人新作...
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发表于 2011-6-8 04:55 | 显示全部楼层
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