WEMVP首页 | PES2013 | PES2014 | FM2014 | PES2015| FIFA15| FM2015| PES2016| FM2016| FIFA16| PES2017| FIFA17 加入收藏| 放到桌面| 关注MVP微博关注MVP微博
当前位置:首页 > 实况足球 > PES2012 > PES2012新闻资讯

PES2012 国外权威网站WENB试玩评测[翻译新闻]

2011-07-07 04:43:40 作者:peser| 来源:网络| 浏览次数:

WENB是国外一家类似于【完全实况】的权威实况论坛,很权威,权威到可以第一时间拿到K社的源代码进行内测,以下是测试评论等。
网站:Winning Eleven Next-Gen Blog 


翻译很业余,希望大家多包涵,高手多指正。希望大家实况快乐,天天快乐!

@Suffwan – ”I have to say that #PES2012 is a fantastic game of football to play. Purity and the most advanced AI seen in a footy game. #joy”
我不得不说,PES2012是个玩起来非常棒的足球游戏,有足球游戏中很纯粹和最先进的AI系统。

@Suffwan – ”Intelligent runs, constant passing options, fluid gameplay and many new features we don’t even know about. #PES2012”
跑位很“聪明“,总有传球机会,游戏流畅性很好,还有很多新特性等待我们发掘。

@Suffwan –
”It makes me smile like the PS2 days #PES2012”
PES2012会像以前玩PS2的时光一样,让我微笑!(译者注:不得不插一句:给力啊~~~~~!)

@Suffwan – ”In my opinion #PES2012 is a better game than #PES5, but then again I’m Next-Gen baby!”
在我看来PES2012比PES5好,不过我是更喜欢新一代的”与时俱进哥“!

@Suffwan – ”Shooting better but I have given them some tips. When u get tackled now the fluidity of game not affected.”
(射门更好了,不过我给了他们一些小建议。)--仅供参考。现在当你被铲到时,游戏的流畅性不会被影响到。

==================================================================================
以下是28日完整评测部分,29日追加了podcast录音评论,音频时长1小时15分钟,两个英国人一通白话,内容基本与以下评论一致,但是加入很多他们玩PES2012时的细节,挺有意思,太长,就不翻译了,有兴趣的童鞋可以听听。
目前还没有视频放出。  

以下是文字评测部分:

Welcome to part one of our PES 2012 impressions!

欢迎进入我们的PES2012印象第一部分!


Along with this write-up, we have a podcast coming around 11pm this evening (UK time).

除此篇评论外,我们还会在英国时间今晚11点上传播客音频评论。

Below you’ll find a quick fire info burst, for those just wanting bite sized impressions. And after that you have the ultra long write up. Enjoy!

寻找刺激的朋友们,接下来让你们的小宇宙燃烧吧!在这之后我们更会奉上更长的评论。来吧~!

Short Version:

短评:
New menu is endorsed by UEFA.com(欧冠有新授权菜单)
New mode in menu screen revealed called Football Life(新游戏模式:足球人生)
Team AI and individual AI is groundbreaking in the game(游戏中的团队AI和个人AI是突破性的)
Deeper tactics and strategy options in-game due to them being mapped to d-pad(十字键切换更深入的战略和战术)
All teams behave uniquely, with a greater emphasis on team play individuality(所有球队都会表现出不同特点,更强调球队的个性)
Graphics improved in gameplay cam, although needs some more work to achieve preferred levels(游戏画面有所提高,但仍有工作需要完成)
Match atmosphere greatly enhanced thanks to presence of managers, camera-men and groundstaff(经理或教练、摄影师、服务人员等的加入,使比赛气氛大幅提升)
Fans now wearing kits(球迷穿队服啦!)
New camera angle added called pitch side, which hangs lower from the side line. A favourite on the day(新的游戏视角加入:pitch side场边视角,视角在边线很低的位置,白天表现很好)
New reworked ball physics(新足球物理特性)
More care needs to be taken when passing and controlling, as ball behaves independently and realistically(传球和控球要更加小心,因为足球的物理模拟更独立,更真实)
Goal Keepers vastly improved. New animations and more reliable(守门员大幅提高,有新的动作,且更加可靠)
Referees vastly improved. Play advantage, and book after a play has stopped(裁判大幅提高,进攻有利判断更准,死球后会补牌)
Gameplay more fluid than before, instant response times when dribbling and controlling the ball(游戏比以前更流畅,带球和传球会立刻反应---译者注:也就是没有该死的延迟了吧!)
Animations more varied in passing and shooting, although not on FIFA levels(传球和射门动作更多了,但与FIFA相比仍显不足)
Shooting still floaty, needs work(射门依然飘忽,需要改进)
Throughballs not as powerful, easier to intercept with better control of players(在控制好防守球员的前提下,直塞不再那么简单粗暴了)
New personal data feature lets user customize own controller set-up, including adding an avatar picture(新的个人数据特性让玩家可以设定自己的控制方式,甚至包括加入虚拟人物形象)


Long version
长篇:

TELL ME HOW YOU REALLY FEEL

告诉我你的真实感受

There’s a lot that can be said for the flaws of last years release. Perhaps it’s always easy to focus on the negatives, but as I’ve said many times on the boards and podcasts, PES 2011 was a few improvements away from being very special.

对于去年的版本,有一大堆的毛病可以挑。也可能是由于缺点更容易被注意到吧,但正如我多次说过的,PES2011离经典只有几步路(只要做一些改进)

It was the first game this generation that got any sort of media respect, and was the first game that officially stopped the rot when it came to sales on a yearly basis.

它是次时代游戏中得到各路媒体关注的一版,根据官方资料它也是每年发售一版的情况下,销量停止继续下跌的一版。

What I wanted to do was focus on certain negatives in PES 2011, ones not so obvious, but fed into other issues. Maybe something easier for me to spot, as I truly fell in love with PES 2011 preview code, but something happened in between that and retail which left a bad taste in my mouth. It also left me scratching my head.

我想要做的是集中于PES2011的某些缺点,它们并不明显,但影响到了其他特性。也许是某些对我来说比较容易发现的点,因为我真的爱上了PES2011的初始代码,但在初始代码完成和发售的中间时段,似乎发生了什么事情,让游戏变得不对味,让我很挠头。

Reason being, it’s not as if the changes were night and day, but a collection of tweaks gave a different feel and outcome. Take dribbling and defending. There was a greater balance in preview code, but once shipped new defensive maneuvers and emphasis on physicality changed things drastically. For example, that stumbling animation? Not in preview code. The falling down face first when passing under pressure? Not in preview code. Dribbling feeling heavy at times and easy to defending against? Not in preview code.
原因是,它不是像白天黑夜那样明显的改变,而是一系列令人感到不一样的扭曲。拿带球和防守来说,初始代码的游戏平衡很好,可是一旦加入了新的防守系统,并且更加强调身体,就使得游戏发生剧烈的变化。比如那个踉踉跄跄的动作?在初始代码中是没有的。在受压迫的情况下传球要摔个狗吃屎?在初始代码中是没有的。带球笨重,容易被拿下?在初始代码中是没有的。

Lets develop that last point. Dribbling in context in PES 2011 is actually excellent. Beyond laboring the point of inertia, it’s well developed and thought out, with realism the key point. No foot sliding, no turning into impossible angles, all believable. Problem is, it lacked fluidity. It also screamed lack of faith from Konami, as they clearly weakened its effectiveness in release code. The slowing down of a dribbler’s speed, and implementing what we now call the catch up bug, created an extremely frustrating experience.
我们来详细说一下刚才的最后一点。PES2011的带球实际是很优秀的。真实的是关键,带球做了那么久,必然有惰性了,能有新想法很不错。没有溜冰脚,不会完成不现实的转向,这都很可信。问题是缺少流畅性。K社真的很不可信,他们明显的在最终销售版的代码中削弱了带球。带球速度慢了,还有前锋一下就会被后卫追上的bug,真是坑爹啊!

It’s an offset of variables all hindering each other. Slowing down dribbling speed and creating heavy touches, but at the same time making any physical presence powerful, with the ability to stumble the player and take him out of your control. Then there was the fact defenders never committed into a challenge, meaning your nice two-touch dribbles that created space never allowed you the opportunity to put distance between you and the player you’re facing. Because A) he was never trying to win the ball, just contain, and B) Konami were worried about players being able to fly past people so they put in a catch up mechanism. So even if you did beat a man, you wouldn’t be able to stay ahead for long.

很多属性都是相互干扰的。比如削弱了带球速度,就增加了身体接触的机会,但同时又让身体因素变的很强,有能力放倒球员,并让他脱离你的控制。还有防守球员从来都不上抢,让你华丽的双足过人创造不出空当。因为A)他从来不去抢球,总是跟防;B)K社怕球员会风一样的过人,所以他们就来了个“追上”机制,所以即使你过了一个人,你也不会跑在他前面很久。

Lets keep this web of evil spinning.
我们继续让这个网站邪恶一点。

So the physicality in the game created a feeling of not wanting to hold onto the ball for any length of time when under pressure. Mix in inconsistent referees that you never really trust, and it makes the player never trusting the game will play out fairly. Now you know how Mourinho feels.

所以这种身体对抗让你觉得不想拿球了,特别是在受到压迫的情况下,一点也不想多带球。再加上坑爹的裁判,让我们感觉比赛很不公平。现在你知道魔力鸟肿么想的了吧?

So not wanting to hold the ball meant you’d pass, and pass quickly. Here we realized the flaws of the ball physics and general rules a player could break. Inconsistent outcomes with accuracy and power bar never gave any sort of satisfaction. Passes were easy to misplace without reason. The new freedom elements were a godsend, but the directness and laser guided feel and excessive speed made it all look and feel unrealistic. It was like setting the coordinates to a missile and watching it go.

所以不想拿球了,你就传吧!而且要快传!我们都感受到了足球物理模拟的毛病,以及球员可以做反常规物理的动作。力量条和精确性的不一致难以令人满意。传球会无厘头的传丢。新的自由元素像神赐的一样,可是呢,方向的引导以及超高的速度让一切变的不真实。这就好像给导弹定个目标,看着吧。。。嗖~~~~~让导弹飞一会!

It almost felt like players would think the same, avoiding through ball interceptions as if their leg might get blown off. And even if they did intercept, passing it first time was not allowed. Unwritten law apparently.
Wind back to the catch up bug, as I feel it has a lot to do with shooting. Again it’s all about taking your time when in space in front of goal, but even when put clean through, there’s never any feeling of trust in the game playing out things how you would want. Players would catch up in an instant, and getting that time and space would be at premium. Especially with the inconsistent outcome of the shot, and the time it took your player to actually fire it off.

感觉所有球员都好怕怕啊!直塞球来了赶紧躲,好像怕自己的大腿被导弹干飞啊,有木有!就算拦截下来了,第一时间传球也不可能啊,有木有!都是不成文的龟腚啊!回来再说“追上丫的”bug,我感觉与射门有点关系。在门前要有很长时间的准备才能射门,但即使你传了一脚完美直塞,你想要的射门效果仍不能如你所愿。而且后卫会很快跟上来,所以拿到合适的射门时间和空间的机会很少。特别是射门准备的时间和射门的实际感觉,很不一致。

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。

The changes also impact how you might approach the defensive side of the game, as you’re more likely to be punished by a mistimed challenge. Something we noticed this playtest is that pressuring a player as he is receiving the ball is sometimes beneficial, as the impact could put him off balance, or make him miscontrol the ball. Other times though, a little bit late in getting there, and you could either be giving away a free kick in a dangerous area or see a player turn you easily with a touch and leave you for dead.
改变也影响到了你如何进行防守,因为你在不恰当的时机铲球,将会受到惩罚。我们在试玩中注意到当球员接球是进行压迫效果更好,撞击可以使他失去平衡,或让他拿不好球。可是其他时候,冲过去晚一点,你可能会在危险地带犯规送出一个任意球,或眼睁睁瞅着人家一个华丽的转身,轻轻触球,把你留在原地等死。

Talking of leaving for dead, fans will be happy to hear the catch up bug has completely gone. Quicker players when past their men will be able to stay ahead, and sometimes even extend the gap between them and the defender. It’s not an exploit however, as you can still contain by holding R2 and X. Suff got the hang of this rather quickly, and was very good at tackling as a whole.
说到等死,球迷门会很高兴的发现“追上丫的”bug终于不见鸟!速度型球员过掉对方后会跑在前面,甚至有时会把防守球员落在后面,拉大差距。但这并没有占多大便宜,因为你可以用R2和X进行跟防。Suff(WENB测试人之一)深得此道,而且上抢时机掌握的很好。

Moving onto other fixes, and I’m happy to report referees were 99% awesome. Calling fouls, playing advantage, and booking players after play had stopped. The 1%? Me and Suff noticed perfectly legitimate slide tackles from the front or side were penalized more often than not. Needs work.
再说说其他的吧,我很高兴的看到,裁判几乎是99%惊艳表现:吹罚、进攻有利、死球补牌等等。那剩下的1%?我和Suff发现合理的正面铲球经常被判犯规。革命尚未成功,K社还需努力!

Something that needs less work than expected is Goal keepers. Wow, what a turn around. After being the key element that could possibly ruin an amazing product, it’s already achieved a respectful level, with me and Suff seeing them make saves they would never make in PES 2011. More importantly, they would also make saves in a fresh new animation brand new for PES 2012. We’re talking one-handed saves, reactions to one on one situations etc etc. Throughout the playtest we had a lot more trust in them when reacting to saves. Simply put they caught more and spilled less, with everything spilt usually pushed away from danger whenever possible. From here on in we would like to see much more animation work, and as Suff put it ‘theatrics.’
守门员几乎不用做什么改进,哇~~~~这是一个华丽的转身!以前的守门员差点毁掉了整个游戏,现在它达到了一个令人尊敬的水平,我和Suff看到守门员做出PES2011中没有的扑救。更重要的是,守门员的动作在PES2012中是全新的。我们说的是单手扑救,单刀扑救等等。整个比赛过程中,我们对守门员的扑救十分信任。简单说,他们没收了更多球,更少有脱手出现。即使没抓住球,也会把球扑出危险区域。现在我们想要看到更多的动作,像Suff说的“戏剧效果”。

Shooting also could do with some work, and from the entire playtest, was probably the one key part of the game that could do with a total change. It was odd, as ball physics for passing, crossing etc felt great, but shooting (like in PES 2011) felt extremely floaty.
射门也需要做很多工作,从整个试玩过程来看,可能是一个需要重新来过的关键部分。传球,传中都很棒,可是射门很奇怪,感觉球很飘忽(和PES211一样)。

It didn’t affect you too much when one on one, but shot outside the box usually ended up comfortably in the keepers arms. Not to suggest crackers from outside the box weren’t attainable, it was just they were few and far between, and the feeling of the correct outcome from a controller input just wasn’t there.

单刀的时候倒不影响什么,但禁区外的射门通常以稳稳落入门将怀中而告终。更不要说禁区外怒射会有效果了,机会少,距离远,而且感受不到玩家按键力量条和实际射门力量的合理关系。

I guess it’s also worth rounding up our impressions about dedicating actual time to the animations. It’s a difficult subject, as comparisons to FIFA will always be there. Right now PES still needs work regarding this, as while they’ve made great additions to make the game extremely fluid, it still doesn’t compete with EA’s series. For me and Suff it’s more than enough in it’s own right, but to really make an impact across all fanbases they need to consider a drastic change for the future.我猜应该给我们的动作模拟一个新的印象。动作模拟确实不是一个容易的事,特别是有FIFA在那里比着。PES还是需要在这方面努力,PES已经在游戏流畅性方面做出了巨大努力,却还是不能与EA系列相比。对我和Suff来说,这已经可以满足了,但要让所有玩家眼前一亮,PES还需要在未来付出更多努力。

HALF TIME
Overall then, at this stage, PES 2012 is playing a fantastic game of football. It corrects the wrongs of PES 2011, and adds new and exciting elements to go a step further. Expect updated impressions late July from WENB, where we can tell you how the game is looking closer to release.

半场
总的来说,在这时,PES2012已经表现出不错的游戏性。修正了PES2011的错误,并进一步加入了新的令人兴奋的元素。期待7月末WENB的消息吧,那时我们会告诉你最终销售版是个什么样子。

So far, PES 2012 is looking like it’s on a road to greatness, passing the likes of PES 5 on it’s way there. Yes, that good.
至此,看起来PES2012已经走在超越PES5,通向成功光明的大路上了。是的,很好!


 

友荐云推荐

请自觉遵守互联网相关的政策法规,严禁发布色情、暴力、反动、粗俗的言论。
本站网友所发表言论仅为个人意见,不代表本站的观点和立场。