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楼主: kuruma
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暴雪实力比任天堂都强!?关于某些玩友的论点大反驳!

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 楼主| 发表于 2004-9-21 15:06:32 | 显示全部楼层
其实说起来,赛尔达的世界观和日本正统RPG那千篇一律的世界观相隔很远。赛尔达是一种平凡中不平凡的生活。我最喜欢赛尔达和莎木,这两个游戏能真正带给我全身心的投入和燃烧,不是那种格斗游戏的热血感觉,那是转瞬即逝的。而ZELDA令你胸中燃起的火焰久久不熄,而之后,你会慢慢发现游戏带给你的感受和记忆实在太多太多,它们令你回味无穷(不过不能不说的是莎木蹩脚的操作方式,很难上手啊)
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发表于 2004-9-21 15:35:36 | 显示全部楼层
我指的是游戏的风格方面
赛尔达的世界观和日式的风格并没有冲突
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发表于 2004-9-21 15:40:00 | 显示全部楼层
不要忽视电脑游戏,有些连奥美游戏都没玩几个的人,还是不要指手画脚的好。
你去玩玩现在的一些网络游戏,比如传奇,天堂什么的,你就会知道,有多少游戏在模仿奥美。
奥美的游戏只有自己满意了,才会拿出来,和那些只想着骗钱的游戏公司有天壤之别。
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 楼主| 发表于 2004-9-21 15:45:43 | 显示全部楼层
0__0奥美电子总是令我想起奥美广告……汗-。=
和我们竞争比较激烈啊

不过说起来,千篇一律的国产韩产网游对我已经没有吸引力了。魔兽还不错,不过太费时间了。莎木也许会改变这种状况。
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发表于 2004-9-21 16:06:46 | 显示全部楼层
电脑游戏汉化的巨多,所以你能被欧美 RPG 吸引。
眼界放开点好吗?
日式 RPG 自有东方的魅力
这位仁兄是在说我吗?

欧美游戏,我一般上不玩汉化版本的(汉化质量普遍不高,而且还是看原文自己理解有趣点。BG系列除外……)

还有,我并没有说日式游戏没有魅力阿-.-。只是比较起来,我更偏向于欧美风格的游戏。

日式游戏的魅力个人认为在于娱乐性,总是可以玩得挺轻松的,很少有玩到想砸电脑的时候(不可思议的迷宫,火焰纹章系列除外……)

PS:我自己玩的日本游戏也不少,但因为完全看不懂蝌蚪文,TV GAME中文的几乎没有,很多大家说的经典游戏也都没有英文版本的,我实在很不喜欢看着攻略或是某高手的心得慢慢玩。因此对日式游戏一直只是停留在喜欢的程度。一直无法严重感冒。(梦幻模拟战、奥伽系列、纹章系列除外……)
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发表于 2004-9-21 16:10:38 | 显示全部楼层
其实任天堂没办法以压制性的胜利比下暴雪。
论CG动画水准,任天堂还比不过暴雪,看过暴雪的《魔兽世界》中的CG没??

之作水准和技术力还是有联系的。
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发表于 2004-9-21 16:12:55 | 显示全部楼层
这位仁兄是在说我吗?


还有谁?
这都没人了
都在我的贴子那发疯呐 [wdb2]
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 楼主| 发表于 2004-9-21 16:34:06 | 显示全部楼层
其实任天堂没办法以压制性的胜利比下暴雪。
论CG动画水准,任天堂还比不过暴雪,看过暴雪的《魔兽世界》中的CG没??

之作水准和技术力还是有联系的。
不过,似乎好多游戏的CG制作都说找专门的CG制作公司来做的吧,并不能简单的用这个衡量技术力吧,因为任天堂的游戏几乎都没有CG而是纯即时演算的,包括今年在E3发布会上公开的技惊四作的真实比例的《新赛尔达传说》,游戏的宏大场景以及画面的光影效果甚至可以与DOOM3一拼!也成为E3最佳游戏预告片。(只公布了一段动画,其它的说是05年E3才会公开)比暴雪游戏的实际画面可好太多了呵呵。fox兄不妨下载来看看,1分钟左右。
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发表于 2004-9-21 16:36:10 | 显示全部楼层
给个连接,我很有兴趣。
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 楼主| 发表于 2004-9-21 16:42:24 | 显示全部楼层
稍等哦~
任天堂64时代的时候,山内老人就强烈抨击了CG动画风潮带来的不利面,虽然有N64卡带容量不足之嫌,不过当初ps上确实有不少CG好看游戏巨烂的垃圾作品出现。而进入机能强大的NGC时代,任天堂几乎100%兑现了它的诺言:坚决不做CG,把精力用在游戏进行画面和比画面更重要的方面。

链接正在找
http://dl.pconline.com.cn/html/3/7/dlid=11...id=3&pn=0&.html

找到了~~看看吧,绝对实机演算画面呵呵

E3 2004: The Legend of Zelda Roundtable
It's long been agreed by the world's consortium of top game designers that all that glitters is not gold. For some of these twenty-first century wizards, it may be the pearly smile of a computer generated goddess armed with state of the art weaponry, adoring fans at a convention, or a million-selling title. But the greatest treasure, more precious than any on earth that designers would sell their children for? Genuine emotion, real tears from gamers, baby. That's exactly what Shigeru Miyamoto got at E3 2004's Nintendo press conference when the teaser trailer for the new The Legend of Zelda game for the Nintendo GameCube exploded onto the screen. Tentatively titled 'The Legend of Zelda' the sixty seconds of game play shimmered with saturated colors, mature overtones, and a new-fangled horseback fighting sequence that nimbly stole the oxygen from the room. There were few dry eyes when the lights when up. If you wanted to see grown gamers cry, this was the place.
After eighteen years, Link has grown into a young man.
To clue the press in on what to expect in Link's latest adventure, and explain his dramatic maturation, Shigeru Miyamoto and Legend of Zelda producer, Eiji Aonuma, conducted a roundtable discussion at the expo Wednesday evening.
'Link has changed because there were many, many people who wanted Link to change,' Miyamoto contended. 'But there's also another reason. In developing Wind Waker we knew that we'd be developing a game where Link was a young boy and in trying to choose the best graphical style for portraying a young boy we decided the 'tooned', cell shaded approach was the best choice. And we also wanted to create a very unique world on the Nintendo GameCube.
'But since then, it left us with a very big question: What are we going to do when we decide to make Link a teen again? We made several different models, various versions of Link, and we decided that the best style for expressing Link at that age was something closer to the production design of 'Ocarnia of Time'.'
'I'm sure all of you saw the video at this point,' said Aonuma, 'and one thing I want to point out is that it's not CG. It's all running on real time, it's all running on the game engine, and the video was made by someone playing a version of the game, taping it and editing the sequences together to create the video.'
After the video's first screening, chatter erupted about Link's new equestrian prowess. This is a first for the franchise, one that punctuates Link's growth into a young adulthood. 'Since Ocarina of Time, Mr. Miyamoto talked about how he'd like to be able to fight on horseback so we could have mounted battle scenes with Link swinging his sword. Unfortunately we weren't able to do that on the N64 titles.'
Questions and Answers
How is the game coming along? How long has the game been in development?
Miyamoto: By E3 next year you can play the demo. As for how far? The game is running. It's now just a matter of putting in the finishing touches.
What will be the game's storyline?
Aonuma: Well generally you know we like to present the main theme to you when we present the entire game in a format you can play. You'll be happy to know we have a strong theme. One thing I can say is that in the past we've focused on a young Link growing into a more mature Link. This time we're going to be focusing heavily on the more mature, grown-up Link and with that in mind we're going to be looking into ways to express him as an older individual by implementing certain features into the game.
Will the game play be the same as Wind Waker?
Aonuma: To show Link in his grown-up role, the question is going to be what kind of control scheme should we implement that reflects Link's maturity.
Miyamoto: One of the things I've wanted to see in the eighteen years of the franchise is more puzzle-solving and so I've asked Mr. Aonuma to go with that in the game's development.
Is this game about Link returning to Hyrule and is this the true sequel to 'Ocarina'?
Aonuma: Unfortunately I can't reveal that at this time. Wait a little longer.
Will there be cut scenes and voice talent this time?
Aonuma: I don't want Link to talk very much. Maybe I'll record my own voice and that will be Link's voice! [laughs] I'll have to learn how to speak English, of course.
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发表于 2004-9-21 18:55:44 | 显示全部楼层
看到了,即时演算的确不错,很漂亮的画面
但是即时演算毕竟是即时演算,无法和CG比,即时演算最大的弱点,还是无法完美的表现画面的细节。
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发表于 2004-9-21 19:09:07 | 显示全部楼层
惊叹!
如今3D即时演算技术的表现正改变着整个业界!
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发表于 2004-9-21 19:19:08 | 显示全部楼层
看到了,即时演算的确不错,很漂亮的画面
但是即时演算毕竟是即时演算,无法和CG比,即时演算最大的弱点,还是无法完美的表现画面的细节。
汗,拿即时演算和CG相比真可笑……
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发表于 2004-9-21 19:25:04 | 显示全部楼层
大量的CG使乐趣与刺激感丧失了!
但同时也使电子游戏变的更加真实!
不过看起来这是唯一进步的地方!
事实上无论游戏界的科技如何进步,
有些有些游戏趋向的固有需求是永远存在于游戏者身上的!
千万不能丢了西瓜,捡了芝麻!
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发表于 2004-9-22 05:03:19 | 显示全部楼层
暴雪的三巨头走了!!!
再说暴雪公司真正热爱游戏的最强三人走了!!!
所以现在再说暴雪如何如何伟大已经晚了,主力高手都闪人了,为什么?
就是因为暴雪公司的生杀大权都在别人手里,他说往东,你就不敢往西,唯一的反抗就是离开,没有了魔兽,星际,暗黑的制作人,不明白那种为了赚钱而存在的公司现在拿出来绚有什么意义?
不如说直接说你喜欢FF,喜欢SONY不是更直接?
相比之下,任天堂还有宫本茂(其他名字忘了)等一批主力干将都在,游戏品质一直严格把关,相信大家也都看到了,最重要的是,他的主动权全掌握自己手里。
不象暴雪,总裁让你滚蛋,你就得闪人。
所以我认为拿任天堂 和 暴雪 公司比,是没意义的,比游戏更没意思,暴雪的人都是玩任天堂的游戏过来的,看他们人员简介就知道了,所以希望某些人不懂不要乱做比较,没意义。

PS:一个星际争霸 出了N个版本,到1。08才算真正完美,而任天堂一出就是满分,一出就是精品,而且,你敢拿星际争霸和 MARIO 比销量吗?魔兽更别提了,全球不到450万才。
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发表于 2004-9-22 08:08:32 | 显示全部楼层
帖子我锁了!
不知道原因的把整张帖子看完就了解了!
我不想因为这种无聊的问题影响站友们的情绪!
况且这里不是水区,跑题也要适可而止!
再次重申:这里是PSP VS NDS讨论区,不是任天堂 VS 暴雪讨论区!
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