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[原创]PC泰坦传说:不朽王座IGN访谈

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发表于 2007-2-27 13:04:24 | 显示全部楼层 |阅读模式
http://au.pc.ign.com/articles/760/760900p1.html
US, February 2, 2007 - In the upcoming expansion pack for Titan Quest, Titan Quest: Immortal Throne, players are sent into the depths of Hades to combat a powerful daemon army. In this series of Designer's Guides we will be walking through some of the key geographic areas of Hades and giving insight into our artistic and creative process.
美国,200722日 - 在即将到来的《泰坛传说(TITANQUEST)》扩展包:不朽王座游戏里,玩家将被传送到地狱深层,与恶魔的大军们奋战。在这个制作者访谈系列中,我们将带领大家浏览一些地狱里的关键景点,并让你们了解到我们在制作此游戏中的艺术与创造性。

The Immortal Throne expansion pack has a much darker, mysterious, more sinister tone than the original Titan Quest, and we wanted to make sure that fell came across clearly in game world. A major design issue we faced was that we needed to create a mythological world that was technically "underground" but also gave the feeling that it existed in a completely different dimension. On a high level, it was important that we created a new experience for players that would contrast the "fire and brimstone" stereotype that often gets associated with Hades. To the Greeks, Hades was much more alive than the volcanic landscape so often used to depict the Underworld. To help reinforce this distinction, we chose to work with a color palate of blues, greens, purple and grays, rather than the usual. orange, reds and blacks. For us, Hades is a world that was very much alive despite being inhabited by those that were already dead.
不朽王座与前作相比拥有一个更黑暗,更神秘,也更邪恶的基调。我们很希望在游戏世界中明确表达出情感的失落。在游戏中我们遇到的一个重要题目是如何创造一个神秘的世界:它不仅在技术上来说是“地下的”,而且也要能给玩家一种完全处于另一个位面的感觉。就更高要求来说,我们所创造的新环境应该让玩家将其同之前“环绕着火焰与硫黄”的传统地狱景色区别开来。对于希腊人,地狱的景色要比地下世界中火山喷发的景色更加富有活力。为了强化这种感觉,我们没有采用通常的橙色,红色以及黑色的设计,而是选择了一种偏重于蓝色系,绿色系以及紫色系的颜色基调。(译者按:原文多了个句号?)对于我们来说,地狱的世界虽是那些已经死去的生物所盘踞的地方,但它更加富有活力。


In ancient Greece the people believed that when they died they would become shades, or spirits, and then make the journey to Hades. They would seek passage across the great river Styx before moving into Hades, where they would eventually be judged. Those deemed worthy were sent on to Elysium, where they lived out their afterlife amongst some of Greece's greatest warriors and heroes. Those deemed unworthy were condemned to Tartarus to suffer for eternity. Some shades were never judged at all, and instead left to wander through the different regions of Hades reflecting on all they did or didn't do in their previous lives. Immortal Throne features shades from all walks of life, from farmers and merchants, to famous warriors.
在古代的希腊,人们相信他们死去后将会变成幽魂,或者灵魂,然后开始前往地域的旅程。他们将在进入地狱前寻找一条渡过冥河Styx的路线,在那里,他们将遭受最终的审判。那些最有价值的人将被送往极乐世界,将和希腊历史上最伟大的战士们与英雄们一起生活;那些被认为没有价值的人将注定在地狱深渊中经历无尽的痛苦。有些幽魂从来没有被审判,取而代之的是,他们将徘徊在地狱的不同地方,回响着那些他们前世做过或没有做过的事情。不朽王座将会展示多样的生活,从农民到商人,直到最富有盛名的勇士。

Upon entering Hades, players will immediately sense a huge change in the mood of the game. Unlike the lush green plains and rolling hills found in previous levels, Hades is dark and unsettling. Trees are sapped of their pigment and take on an albino look. Plants and mushrooms sway in a silent breeze, glowing with an eerie iridescent purple light. Even the slate grey stone ground is dry and cracked despite being in close proximity to the river Styx.
进入地狱前,玩家将会迅速感受到游戏氛围的迅速改变。同之前的青翠的平原与起伏的丘陵不同的是,地狱是黑暗与动荡的。树木褪去了之前的颜色,变成了白化病般的样子。植物跟蘑菇在静寂的风中摇荡,闪烁出一种可怕的紫色光芒。就连灰色石板路面都是干燥破裂的,同冥河很接近。

Our sound design also embodies the cool, eerie feel of the Greek underworld. Quiet whispers drift in from the shadows, leading the player on through a maze of rock croppings and cliff walls towards the River. These environmental details all help to reinforce the Greek conception of the underworld as a dead yet living land.
我们的音乐设计同样融入了希腊地下世界中那种冷漠又奇异的风格。低喃从阴影中飘来,指引着玩家穿过碎石盘踞与峭壁耸立的迷宫到达冥河岸边。这些环境细节都强化了希腊理念中这一地域位于生死交界的概念。


The river Styx divides the level into two main regions. A drier, rocky highland which I already described, and a rising flood plain which breaks this region into a series of small islands set amongst a shallow watery swamp area. These islands help form a dual elevation gameplay space where players will fight through the swamp below and over a series of islands connected with bridges. The islands themselves hold the small military camps set up Hades advancing army. These are mostly small supply depots used by front line scouts from the daemon army, some of whom have already moved out of Hades to wage their war on Greece.
冥河将这一地域分割为两大部分。其中一个部分是我之前描述过的岩石高地,另外的一部分则是逐渐升起的被阴暗沼泽与河流分支包围的众多岛屿。这些岛屿将提供给玩家们双重的作战范围:他们可以在低下的沼泽中作战,也可以通过岛屿间连接的桥梁战斗。在这些岛屿上盘踞着一些小规模的地狱军队营地。它们的主要用途是为魔鬼军团的前线斥侯们提供补给点,这些斥侯中的一部分已经从地狱中离开,前往希腊同人类作战。

This treacherous region of swamp features overgrown briar trees and also deadly geysers that froth and overflow with a putrid, glowing substance. Smarter players will keep their distance, if the stench does not leave a strong enough impression I can assure you that the toxic spray will.
充满危险的沼泽地带拥有茂盛的石南树以及涌动着足以致命腐水的天然温泉。聪明的玩家将同这些年地点保持足够距离。如果臭气还不足以让你留下足够深刻的印象的话,我可以保证,扩散的毒气肯定会让你刻骨铭心。


This trip through Styx is not just a scenic walk through the park. There are plenty of new myth-inspired monsters in Immortal Throne, and the Styx level will be the player's first introduction to many of the underworld daemons. The Empousa are winged assassins capable of magic. Their hair burns with fire and they are as deadly as they look. In the darker rock crags of the level lurk the Keres - ancient, and with a ravenous appetite for heroes. Packs of Troglodytes also lumber along the banks of the River Styx. These are hulking troll-like creatures with immense strength. Unarmed they provide formidable opposition, and they are even more dangerous when wielding a hammer or club.
穿越冥河的旅程将不仅是在黑暗世界的一次风景旅游。不朽王座里将有足够的新的神话风格的怪物,而冥河层将给玩家带来第一次的同地下世界中恶魔们的亲密接触。EMPOUSA是一些会施放魔法的有翼杀手。他们的巢穴位于熊熊烈火中,他们的危险正如他们凶恶的长相一样。在那些黑暗的岩石峭壁中潜伏着KERE们:古老,并保持着一种对英雄们复仇的渴望。大群的穴居人(TROGLODYTE)同样在冥河岸边游荡。他们有着巨魔样的外表,并且有着巨大的力量(译者按:山口山玩家请走开!英雄无敌玩家也请走开!我的底盘我做主……)。没有装甲保护的情况下他们就能提供可怕的敌对力量,他们在挥动锤子或者木棒的时候将更加危险。

In future installments of these designer guide,s we will be talking more about the other regions of Hades found within Titan Quest: Immortal Throne. Stay tuned!
在下期的制作者访谈中我们将谈到泰坦传说:不朽王座地狱世界中的更多其它地方。保持你和谐的心态吧!
(译者按:最后一句STAY TUNED真是深得我心阿,看这么多年鸟语了第一次发现和谐社会的表述这么简单准确,完美……)


[ 本帖最后由 Ginar 于 2007-2-27 13:12 编辑 ]

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 楼主| 发表于 2007-2-27 13:06:15 | 显示全部楼层
后面还有,今天先休息。如果火星了版主别给扔了,我这是为了过三级翻译做练习呢……哪位翻译技能熟练的帮忙看看毛病,信达雅不敢说全面做到,但自认赶出来的效果还算过的去的。

这游戏虽然没有菠萝3来的吸引,但是毕竟全面超越菠萝二号,作为PC上难得的傻瓜级ARPG,不能不玩阿!配置不是很吃,挺和谐的!!!

强烈推荐给菠萝饭。

(第二篇:http://au.pc.ign.com/articles/764/764427p1.html)
US, February 13, 2007 - Let us make every shade's journey across the Plains…The vast, desolate stretches of the Plains of Judgment, set among rocky peaks and gaping chasms, are nearly enough to sap even the bravest of will or hope. This is the forbidding waste that, from time immemorial, every soul has crossed to reach the Tower of Judgment, and there be judged. It is also the home of most shades - all whose lives were neither exceptionally good nor terrible. Pale shades linger here and there across the Plains, over the centuries and millennia slowly losing the last trace of memory and identity, fading into empty, pale forms.
美国,2007213-让我们开始每位幽魂都会经历的通过荒原的旅程吧。
广袤而又荒凉的审判平原延展开去,岩石尖锋与多孔的深坑点缀其间,这情景足以削弱哪怕最勇敢的意志,湮灭最后的希望。这里是禁地,自太古时代以来,每个灵魂都穿过这里达到判罪之塔,并在那里接受最后的审判。这里同样是大多幽魂的故乡-这些生物没有特别的善良或者恐怖。苍白的幽魂游荡在荒原附近,在漫长的年代中逐渐丧失最后的记忆与认知,褪变成空虚的苍白的个体。


The fresh shade, on the path to judgment, steps out of the marshes of the Styx into the City of Lost Souls. This city is carved out of the very stone foundation of the Underworld. It is home to many of the shades who are inhabitants of the Plains, and to many passing through, or lingering, hoping not to be judged quite so soon. Unlike the living, shades have little weight or substance. They think nothing of the steep wall faces into which their stone houses are carved. Nor does the winding maze-like path through the city bother them. The new shades feel the constant pull of the Tower, and do not lose their way. The old shades have no ambitions or goals. They meander the byways, cross the stone bridges, and linger in their halls and homes as they will.
那些新鲜的幽魂,在他们前往审判前,将从冥河的沼泽进入失落灵魂之城。这座城市是在地下世界的岩盘上直接雕出来,它是很多审判平原上的幽魂的故乡,也是很多经过这里的,游荡在这里的,不希望这么早就经受最后审判的幽魂的栖息地。与生者不同,幽魂们只有稀少的重量与物质形体。他们头脑中从来就没有那些构筑了他们石头房间的陡峭岩壁的概念。同样的,构成这座城市的那些迷宫般的路径也不会给它们带来任何麻烦。新来的幽魂们会感受到判罪之塔持续的吸引力,不会迷失他们的前行方向。古老的幽魂们没有任何野心或者目标。他们看守过路,穿越石头桥梁,随意的徘徊在他们房间内部。


The call of the Tower of Judgment is somewhere between a great hunger and a deep longing. Some shades fight it, but rarely for very long. They know where the Tower is, across the Plains. They know how to get there. They know they must go. From the City of Lost Souls, a new shade will set out onto the Salt Flats. These are great stretches composed of only two things: the dusty, colorless flats, and the noxious salt pools. The reddish crusts that border the pools are the only color to be found in this lifeless land. The strange heat from the pools, which often belch steam, is no consolation, and never seems to warm the numbing chill of the flats. Nor do they give life to the dead trees and brush found here.
判罪之塔对于幽魂的诱惑性是来自于其本能的饥饿与渴望。偶尔有一些幽魂会挣扎,但是这种无畏的举动从来没有能够持久。它们了解这座高塔位于荒原何处,它们晓得前往那里的方式,它们更清楚它们注定会到达那里。从失落灵魂之城出发,一个新的幽魂会前往盐碱平原。这片广袤的地域上只充斥着两样东西:尘土飞扬的暗淡平原;与有毒的盐池。红色的盐池边缘将是玩家能够在这鬼地方找到的唯一颜色。而盐池里面经常散发着蒸汽,伴随着奇异的热能,但却绝对不会对你们的行程起到任何程度上的安慰,更不会温暖那些饱受平原上寒冷摧残的人们。这些池水从来不会为那些早已死去的灌木或者树林提供任何生命力来源。

Since the earliest times of mortals, the Plains have been largely desolate. A wandering shade, or daemons erecting a statue to their lord, the god Hades, would be surrounded by miles of emptiness, save the consistent stream of new shades in their pilgrimage. Recently, things have changed. Old daemons, such as the Keres and Troglodytes, have appeared in great numbers, girded for war. They have been joined by other daemons, never before seen in these parts. They wander the City of Lost Souls and patrol the Salt Flats. They beat shades cruelly when they get in the way. In fact, in the part of the Plains once known as they Asphodel Fields, the daemons have erected a vast, mobile war-camp. But no one seems to know where they are bound, or against whom they wage their war. Shades hear horrible tales, and dread to go near.
自从人类出现开始,这片荒原就持续了长久的荒凉(译者按:作者应该是想写DESOLATED吧)。一个游荡的幽魂,或称其为守护者,在数哩荒原中竖立起一座他们崇拜的神坻-冥神哈迪斯的塑像,那里也从而成为了新来的幽魂朝圣的目的地。在最近,许多事情被改变了。那些古老的守护者,例如KERE们与穴居人们,聚集起众多的数量,准备战争。他们的部队中被补充进一些其它种族的守护者,这些新加入的种族在之前甚至没有人见过。他们在盐碱平原与失落灵魂之城之间逡巡游荡。它们粗暴的殴打那些敢于阻挡它们前行的幽魂。事实上,在荒原上一个很久以前被成为常春之地的地方,这些守护者们建立起了一个广大的可以移动的战争营地。没有人知道这些守护者们的欲求是什么,或者它们向谁宣战。幽魂们听到了恐怖的传言,不敢轻易靠近它们。





updating...

[ 本帖最后由 Ginar 于 2007-2-28 12:42 编辑 ]
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发表于 2007-2-27 13:23:30 | 显示全部楼层
这游戏不错 画面和操作都算中上
我一直叫它《泰坦之旅》的
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 楼主| 发表于 2007-2-27 13:29:02 | 显示全部楼层
前作没激情,玩到10+级扔那里了,罪过阿……在MHP2中抽空体验下资料片吧。诶,不比当年战菠萝2时候的激情了……

至于国内咋翻译的,我还真没注意。
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发表于 2007-2-27 13:44:30 | 显示全部楼层
是啊  
不过暗黑3公布消息了
好像是网游……暗黑啊==
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 楼主| 发表于 2007-2-27 14:07:06 | 显示全部楼层
靠,菠萝3果是网游就麻烦了,有一个山口山还不够么……
玻璃扎赚钱赚HIGH了?不知道不能同类产品竞争么。俩我都想玩,哪有那时间跟精力阿。

不可能不可能,你一定是在KUSO我。


Diablo 3
Developer: Blizzard
Publisher: Blizzard What Was Promised
The quintessential dungeon-crawler has devoured hundreds of hours from the lives of gamers. Considering the success of Diablo, it was a no-brainer that the title would see a third installment at some point in the future. It has been more than six years since the release of Diablo II and Blizzard remains relatively quiet about the future of the franchise. Rumors over the past year hint that Diablo 3 could be another MMO. Blizzard has announced that it is working on a new MMO, and said it would be quite different from WOW. It's not clear, however, if the upcoming MMO is a new IP or based on either the Diablo or StarCraft universe. Where It Stands
Don't fret, another Diablo game is in the hopper. This according to numerous high-ranking executives at Blizzard who have, over the past six months, assured in various interviews that the Diablo series would live on. It began at the German Games Convention in 2006, when Blizzard COO Paul Sims assured fans that the company's popular franchise had not been forgotten. "As you probably already know, there is no doubt that we will continue the StarCraft and Diablo franchise," Sims told IGN. However, don't get too excited. As Blizzard VP Itzik Ben Bassat recently told the crowd at a London WOW: The Burning Crusade launch event, " We cannot wait to be here in a few years, or however long it will be" to announce Diablo 3. "It's won't be a decade," he promised. Meaning either that Diablo 3 would be out by 2010 (ten years after the release of Diablo 2) or that it would be out by 2017, within ten years of the WOW expansion launch. But hey, at least it's coming!

IGN说了,玻璃扎在做一个新的MMO,但是没说那就是菠萝3阿!这可不能胡乱联系阿……

[ 本帖最后由 Ginar 于 2007-2-27 14:18 编辑 ]
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发表于 2007-2-27 14:20:16 | 显示全部楼层
原帖由 Ginar 于 2007-2-27 14:07 发表
靠,菠萝3果是网游就麻烦了,有一个山口山还不够么……
玻璃扎赚钱赚HIGH了?不知道不能同类产品竞争么。俩我都想玩,哪有那时间跟精力阿。

不可能不可能,你一定是在KUSO我。

转个新闻过来
今天(02.26.2007)上Blizzard的BBS上的人估计都会兴奋得不得了,在Diablo区的一条新闻爆出:暗黑破坏神3 基本完成!发布这条消息的人OMile就是Blizzard的艺术总监Odel Milaish,标题是“the game behind Diablo I and II - an unannounced PC project !”

同时在在gamingsteve网站上出现了一些关于《暗黑破坏神3》的最新消息

It looks like the Diablo III rumor mill has started up once again with a seemingly innocent post on the jobs section of the Blizzard web site. A few days ago they posted a job for an art director and various leads to join "the team behind Diablo I and II" for "an unannounced PC project." I have been getting some inquires since then if Blizzard is indeed working on Diablo III and when is it going to come out?
Well, before I answer let me mention a few things. First, I don't want to get any of my friends at Blizzard in trouble, so from instead of mentioning "Diablo III" let's call this theoretical game "Beelzebub 3" and instead of "Blizzard" let's call them "Snowstorm". Second, my information is quality stuff, but it is a little old, so take that with a gain of salt. Third, err, well, there is no third, so let's get into what I know! re

Let's the obvious out of way, "Snowstorm" is indeed working on "Beelzebub 3". Not only are they working on it, but they have been working on this game for no less than the past four years. In fact, "Snowstorm North" nearly completed the game several years ago, but what they developed just "wasn't fun" and been quietly reworked. This was actually one of the key reasons why Snowstorm North was closed and everyone was relocated to Irvine-based Snowstorm, so that the bigwigs in Irvine could better track and follow the development of Beelzebub 3.

As for what to expect in to see in Beelzebub 3, believe it or not but those rumors that were floating around a few months ago about the game were fairly accurate (by the way, I have no idea who started these rumors or where they came from). According to the rumors:
"Diablo 3 takes place in heaven. Hell is trying to take it over and it is AWESOME looking … Imagine the brightness of heaven being taken over by the darkness of hell … Imagine WoW but in a Diablo world in amount of size and playability … Also, guild housing is available in this game for those of you who know about it."
This information was pretty dead-on. It is true that Beelzebub 3 will be done in true 3D and it did indeed look freaking awesome. It is also true that Beelzebub 3 features a story between the conflicts of Heaven and Hell and contains a very cool feature where every single item in the game can change between a "light" version and a "dark" version. However this was also one of the problems with the original version of the game. Other than the ability for any item to visually change from light to dark it didn't affect the actual stats of the item or change the gameplay in any way. So the game has gone through a total rework to inject some "fun" into the gameplay and to make it feel like the Beelzebubs of old.
The core gameplay Beelzebub 3 will play pretty much like Beelzebub 1 and 2, but the game world will be much larger and provide a much deeper experience -- many more items, more levels when you go through the game for first time, more skills, more of everything. In addition, the multiplayer aspect will be greatly enhanced from the past installments and don't be surprised to see more than a couple of WoW-based concepts to leak over into the Beelzebub 3 universe ... such as two opposing factions (Alliance and Horde = Heaven and Hell), enhanced guild functionality, and maybe even mounts?

As for when Beelzebub 3 will released, that one is easy to answer ... when it's done. Snowstorm is in no rush to finish this game and will release it only after they feel it's perfect. And after the fiasco of StarCraft: Ghost -- which has been announced for years and is currently going through its second round of redesign and reprogramming -- Snowstorm is in no rush to announce Beelzebub 3. Don't except an announcement until the game is near completion.
But there is some good news; that "leak" on the Snowstorm jobs page was no accident. If they are starting to leak information about Beelzebub 3 then they are starting to get closer to a final release. Of course for Snowstorm something "getting close" can mean two years from now
Hopefully that will hold everyone over for the short term. Hopefully Beelzebub 3 will be announced at the next E3, I'll try to find out more before then and give everyone the dirt as I get it.

原文大概说
1. 暴雪确实正在开发《暗黑破坏神3》,他们至少在四年前就已经开始了《暗黑3》的开发工作。事实上,暴雪在几年前已经基本完成了这个游戏,但是暴雪的高管发现这个游戏“缺乏乐趣”,以至于《暗黑3》遭到了重写的命运,这也是暴雪北方工作室被迫关闭的原因之一。
2. 人员现在重新聚集到暴雪Irvine总部的,这样,Irvine的暴雪头头们就能够随时跟进《暗黑破坏神3》的开发,一直至到最近的开发完成。

3. 《暗黑破坏神3》的主要场景非常华丽明亮。

4.《暗黑破坏神3》的游戏方式将与《暗黑1》和《暗黑2》比较相似,但游戏场景要大得多,并提供更多物品、等级、技巧。多人游戏将得到增强并增加了不少类似于WOW的概念,例如WOW中的联盟和部落、增强的工会功能。 
没想到我们最渴望的War4 和 SC2都没有看到,倒是出来个Diablo 3,这真的符合了Blizzard的风格:永远都有你意想不到的!但是注意,只是“基本完成”,以Blizzard的跳票风格来说,离正式发售估计还有一大段时间!不过相信现在开始D3的各种消息就会全部浮出水面


注意那个红字 有multi的话就应该对应single[wdb35] [wdb35]
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 楼主| 发表于 2007-2-27 14:24:54 | 显示全部楼层
那个MULTIPLAYER是个ASPECT,言下之意就是说不是全部。肯定是让你有SOLO的时候的,但是要是最好的装备都出现在多人模式下呢= =?

我怀疑当年菠萝2的时候全球网络不咋样,以后3出了就玻璃扎那BATTLENET还不得撑炸了……

要是说提供收费网络,那不也成山口山了-0-/菠萝2玩的就是免费网络阿。

PS 对于RTS白痴的我双手双脚赞成不先做SC2或WC4。[wdb29] [wdb29] [wdb29]

[ 本帖最后由 Ginar 于 2007-2-27 14:27 编辑 ]
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发表于 2007-2-27 19:25:57 | 显示全部楼层
哦~对菠萝3更感兴趣呀~

估计再跳个两、三年应该出来了
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发表于 2007-2-27 20:02:31 | 显示全部楼层
汗,Ginar你想过三级翻译,翻译这种文章来干嘛?!
虽然NW是很欢迎这种文章啦~~
不过如果是为了准备考三级翻译……
不是应该找些金融和政治类的新闻或者科技文章来做练习的吗?
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发表于 2007-2-27 20:40:42 | 显示全部楼层
画面不错的游戏 菠萝啊 最喜欢的了 快来吧

[ 本帖最后由 光与暗之龙 于 2007-2-27 20:41 编辑 ]
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发表于 2007-2-27 22:04:08 | 显示全部楼层
[wdb29] 有菠萝味
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发表于 2007-2-27 22:09:32 | 显示全部楼层
从英文到中文,翻译地相当不错。如果再对中文进行下润色可能效果更好,更流畅。

赶工之作,当属上品。
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