Forza Motorsport 5 FM5 評測/AUSGAMERS - XBOX

By Caitlin
at 2013-11-21T02:30
at 2013-11-21T02:30
Table of Contents
繼DR3之後,FM5的評價也解禁了
這次眾家評論給分創FM系列新低,平均82分
http://www.metacritic.com/game/xbox-one/forza-motorsport-5
但是我看過幾篇之後
覺得沒有之前高分的原因
多半是因為對次世代期望過高
而遊戲本身都是好評居多
只是有些缺憾而已
這次選這篇AUSGAMERS
因為他評論比較多是在遊戲本身比較中立
而不像有一些(ex.destructoid)一看就知道是FM的Fans
期待已久通通說好話
或是EGM和其他評測意見大相逕庭貶為糞作
再來說說為什麼我會想要翻譯全文
是因為很多人常常看評測只看分數
我覺得這樣太可惜了
所以拋磚引玉希望大家可以多看內文
才能了解為何給出這樣的評分
另外...
是因為最近要考試了有點久沒練習英文
所以當閱讀測驗XDDD
隨興我流翻譯
大家就姑且看之姑且聽之,有看到錯誤請多多指教:)
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Forza Motorsport 5 Review
Review By Joaby @ 12:55am 21/11/13
http://www.ausgamers.com/games/forza-motorsport-5/review/
For decades the weakest part of the racing game experience has been the AI.
Artificial intelligence in racing games poses a grand challenge for
developers, because if an AI racer drives perfectly it doesn't look real -
and if they mess up too often their mistakes can look scripted (or, as was
the case in Need For Speed: The Run, be scripted).
So many racing games have been let down by gorgeous cars all stuck on their
racing lines, like trains on a single track, leaving the player to feel like
they're racing time trials -- time trials with 1000 kilogram moving obstacles
littered throughout the course.
Over time players learned to use these obstacles -- you could brake late into
corners because the other cars would slow you down enough, and you could hold
onto an otherwise tenuous lead by exploiting the AI's unwillingness to shunt
you back. On straights, brake-checking AI would cause them to slow harshly so
they could avoid a collision -- something they'd avoid at almost all costs.
數十年來,競速遊戲最弱的一環就是AI。競速遊戲裡的AI是開發者的一大難
題,因為如果AI跑得毫無瑕疵就不真實、但如果錯誤百出,看起來像是設計過
的(或是像NFS:The Run,確確實實是設定好的),一樣不真實。
大多數的競速遊戲都選擇讓那些嗆辣勁車塞在同一條路線,就像火車走在同一條
軌道依樣,讓玩家覺得他們像是在跑路上有一堆數噸重的障礙物的限時賽,而不
是一場真實的錦標賽。
玩家過不了多久就學會去利用這些障礙物,像是過彎不用剎車因為有這些墊腳石,
然後輕鬆而貧乏的取得領先只因為AI不會主動把你攆到一邊去。在直線時,那
些AI從來都不會放開剎車,因為他們擔心會撞上還在1km外的彎道。
As a result the simulation driving game has lost some of its lustre. Players
gravitate towards racers with arcadey rulesets -- like the Need for Speed
series -- or those with heavy punishments for rule-breaking -- like the F1
games. Or they move online, through RFactor and iRacing, games where those
racing against you are taking things very, very seriously.
Forza 5 wants to bring the single-player experience of simulation racing
back, and with "Drivatar" they've done it spectacularly.
Drivatar is an awful buzzword, easily on par with Levolution, but in
practical terms it means a cloud-sourced replication of a player's driving
IQ. In Forza 5 you're not racing against AI so much as you are racing against
the computer-generated recreations of how other people drive. Real people,
like you and I.
因為這樣,擬真賽車遊戲常常有愧其名。人們往往被其他類型的遊戲吸引,像是
NFS那種草食系的賽車、或是對破壞規則的人有嚴厲罰則的遊戲,比如F1系列之類
的,再有些人則會選擇線上賽車遊戲,但那地方的玩家可就嚴肅了。
FM5想要讓擬真競速遊戲重拾榮光,為單人遊戲帶來全新的體驗。
Drivatar是一個很糟糕的縮寫,跟Levolution一樣糟糕(註:BF4中代表動態變化
戰場的宣傳用語),實際上他代表雲端複製的玩家駕駛IQ。在FM5裡你不是和電
腦程式設定的AI對手在競賽,而是電腦模擬真實玩家的反應產生的車手。
It's more than just ghost data. You're not trying to beat the perfect race of
a hollowed out car here. Drivatar breaks down the essence of how you drive
and rebuilds it into a recreation of your persona on the track. If you tend
to brake late into corners, it knows this. If you kick the back out around
hairpin turns, drivatar knows this too. If you have Mark Webber-esque starts,
it's able to replicate this in all its terrible glory, so that when other
people play Forza 5 the Xbox One can grab your drivatar and have you race
against them as well.
Of course, you can't take the essence of a driver without getting some
unsavoury elements. Those decades people spent learning bad habits shine
through in Forza 5 like a terrible sun. You get to watch your competitors
take corners too late and bump into one another on hairpins. You'll see them
go too wide on corners only to spin out once their wheels hit the grass.
Trying to overtake AusGamers' Editor Stephen Farrelly on a straight is like
trying to beat Tron on a lightcycle, and it's obvious Steve has spent his
entire racing game life in cars with a heap of acceleration and not enough
top speed.
這不只是預錄好的幽靈檔案,你不會面對最強玩家所跑出的完美錄影。Drivatar會
解析你的駕駛技術再重建一個有你的特殊風格的幽靈車手。他知道你過彎喜歡晚剎
車、知道你過髮夾彎喜歡甩尾,如果你有Mark Webber(註:F1車手)般的神起步,
你的Drivatar也會在每一場比賽中在開頭就讓對手吃灰塵。當別人在遊玩FM5時,
他將要面對你的Drivatar。
當然,你不可能只記錄好的一面而忽略壞的一面。過去幾十年的壞習慣在FM5裡面
一樣會顯露無遺。你會看到你的對手過髮夾彎剎車不及撞成一團;或是看到靠草皮
過彎的糟糕駕駛。像是咱家編輯Stephen,沒人能在直線道超越他的Drivatar。
他家的車應該都是無速限的吧。
All of this just makes the drivatar system that much more beautiful though.
Because you start most races in the Career mode near the back, you get to
watch the first corner mayhem with glee. You'll see some jerk in seventh plow
into the pack early, and witness whoever was on pole streak out to an
unhindered early lead. If you're bold you'll try to take advantage of the
chaos and leap up half a dozen positions yourself.
Meanwhile, because you're aware that your drivatar is learning how to drive
,every time you hit the track you'll probably try to teach it to be better.
In previous games like Forza 4 and Gran Turismo 5 I'd unashamedly use other
cars to get around corners, like bumper bowling on wheels (especially if
there was no damage penalty coming my way). In Forza 5 I actively avoid
contact with others going into corners, though I'll happily give someone a
shunt coming out of the apex if I think it will give me a shot at an
overtake, especially on the last lap. I've heard from my contemporaries that
my drivatar is a bit of an arsehole -- and I think that's utterly brilliant.
Outside of the drivatar system the game is a mixture of good and bad.
但這些都讓Drivatar系統更加的迷人。你會看到第一個彎道大家搶破頭,在一片混亂
中有些人會纏成一團,而有些人則會不受阻礙的輕鬆衝出車群。如果你膽子夠大,
你可以在這樣的混亂當中輕鬆讓自己前進十幾名。
同時,Drivatar不停地在學習,每次你開上賽道都讓你的Drivatar變得更像你。
在FM4或是GT5中,我總是無恥的靠電腦過彎,尤其是沒有車損系統的時候。但在FM5
我會盡量避免碰撞,但當有人太靠近時我還是會試著把他逼出賽道。我的同事都
偷偷在我背後說我的Drivatar是個渾球,超~爽~的~
但在Drivatar系統之外,這遊戲卻是有好有壞。
The graphics are outstanding, as anyone can immediately see. The interior of
every car is painstakingly recreated, and thanks to the Kinect 2.0 you can
turn on head tracking and look within using the cockpit view. The tracks
received just as much love and attention, thanks to the team at Turn 10 using
lasers to measure every bump and ripple before they put a course in the game.
Still, it's a bit odd that you don't get to choose the time of day that you
race -- there are no night time races, and weather options appear to be
non-existent, something a forthcoming current-gen staple actually offers,
even on the ‘close-to-home-course’..
There are only 14 tracks in the game, though many feature multiple track
variants on top of reverse options. The iconic Mt Panorama Circuit is in
Forza for the first time and it looks utterly gorgeous, but more importantly
it delivers the sort of fidelity that makes me accept a few less tracks. You
feel like you're on the razor's edge when you tear across the top of The
Mountain and down through The Dipper, and if they removed tracks because they
didn't deliver the sort of experience the course was supposed to convey that
seems entirely reasonable.
畫面無庸置疑的傑出。每台車內裝都重製過,搭配Kinect 2.0你可以自由地欣賞
駕駛艙內的每個細節。多虧Turn 10仔細用雷射掃描過,每條賽道也都和車輛一樣
精美和令人暗嘆。但是不能選擇比賽時間和天氣令人相當困惑,即使是本世代的
遊戲,也多半已經具有這些選項。
遊戲中只有14條賽道,但每條賽道都有許多的參數可以調整。Mt Panorama賽道
是第一次出現在系列作中,而我想說這讚透了。這擬真的程度,竟然讓我可以
接受少幾條賽道。當你駛過山頭,你會覺得你處在剃刀邊緣,戰戰兢兢坐立難安。
如果是為了保持遊戲的品質和賽道的擬真度,移除幾條賽道我認為是合理的。
The audio presentation is similarly impressive. Each career championship is
introduced by a member of the Top Gear team, talking about a class or type of
car with the irreverence which has made the show such a hit. Richard Hammond
might be tasked with talking about American Muscle cars only to go off on a
tangent about his particular favourite, or Jeremy Clarkson will make jokes
about how James May never quite got over driving the Ariel Atom instead of
actually talking about the class of vehicle at-hand. It makes the game feel
like a Top Gear presentation, and their obvious passion for cars is
transmitted to the player almost instantly.
Other elements, like the series' fantastic decal customisation, continue to
excel. When you buy a car you're presented with popular designs for that make
and model, and when someone uses a decal designed by you, you're rewarded
with in-game credits. When your drivatar is used in other people's games
you're rewarded with credits there, too. Constantly, actually.
音效也讓我同等程度的讚嘆。每個錦標賽都由一位Top Gear的成員介紹,他們會
用那種讓節目之所以能長紅的戲謔語氣,介紹各種車輛。Richard Hammond會介紹
他最喜歡的美國肌肉車、Jeremy Clarkson會開James May的玩笑說他從來沒辦法
克服駕駛Ariel Atom,而不是單調呆板的介紹車輛。這讓整個遊戲就像Top Gear的
一場車展,而且他們對車輛滿滿的熱情能夠直接傳達給玩家。
塗裝系統持續在進化。現在當有人使用你繪製的痛車,你會收到一些金錢獎勵,
而你的Drivatar被別人當作對手時你也會獲得一些獎勵。
The multiplayer is about what you'd expect -- you're better off racing with
people you know or who agree to a set of rules beforehand. In public matches
the first corner is a shitshow of players forcing others off the road, and
even later on if you happen to make the mistake of being just in front of
some arsehole you'll get T-Boned going into an S-Bend. There are no innate
penalties for these sorts of actions except for vehicle damage -- which can
be turned off by the player for a minor reduction in credits -- and this is
despite almost every circuit in the game featuring a pit lane, making the
whole aesthetic affair rather redundant.
Drive-through penalties should be the barest minimum of punishments for
dangerous driving, but instead you just have to deal with it... or play only
with people you can trust aren't dickheads (most days of the week). Happily
this sort of stuff is mooted by the drivatar system, where you'll always feel
like you're racing against other actual people, even when you're cognisant
that you're not.
多人遊戲就像你所期待的那樣,和你熟悉的人把所有規則拋在腦後狂飆。公開配對
中的第一個彎道總是一團亂,而你也會不時被無恥的混蛋攔腰衝撞。對這些行為,
遊戲沒有任何預設的罰則,但車輛會受到相當程度的損傷...雖然你可以把車損關掉。
但這樣的設定好像有點太多餘了,當你連路上一個小水坑都做進遊戲了你卻還在在
意車撞爛之後每部美觀。
針對這些危險駕駛應該要有一些罰則的,但你只能學會面對他,或是只跟自己信任
的人玩。好在有Drivatar,你可以隨時像和真人遊玩一樣的快樂暢遊。
It's interesting that Turn 10 could get so very much right about Forza
Motorsport 5 and still screw it up, but to a certain extent that's exactly
what they did.
When Gran Turismo first launched it drew people in with something more than
just going fast. Against games like Need for Speed and Ridge Racer, Gran
Turismo needed a hook -- and it latched onto the "Catch 'em all" philosophy
popularised just a year earlier by Pokemon.
Forza, once it took over from Sega GT, fit neatly into its role as a Gran
Turismo competitor by offering a similar style of play -- gamers were given a
cheap car and the impetus to collect as many others as they could.
This motivation doesn't exist in Forza 5. When you buy a car for a
championship, the first thing the game does is auto-upgrade your vehicle to
the highest possible level for the class the championship is in. If you're
racing in A class cars and you buy a B class Lamborghini, the game will grab
all the upgrades needed to lift its level to 800, the max level for an A
class car.
令人驚訝的是,即使說了這麼多優點,Turn 10竟然還可以搞砸。
GT第一次發售時讓人們知道競速遊戲不只是開得越快越好。GT像是神奇寶貝一樣
讓人們享受養成的成就感。Forza身為GT的最大經爭對象,在之前的系列作也
有著一樣的系統,玩家一開始只有一台破車,但隨著遊戲進行你能改裝並且買入
更多好車。
但是這種動機在FM5裡蕩然無存,因為當你為了錦標賽買下一台車,遊戲會自動幫
你把這台車改裝到最高級最快速。舉個例,如果你在A級錦標賽前買了台B級的
藍寶堅尼,系統會自動幫你升級到可以跟A級的車競爭的程度。
This robs the player of what I think is the essence of the game -- making the
car your own. There's something magical about taking a car and dragging it,
kicking and screaming, up to a power level it has no business being at, but
more than that it's fundamental to the player's understanding of their car
that they know exactly how it has been upgraded.
Maybe I don't want my Lamborghini to get a flat upgrade across the board,
with slightly better tires, and marginally better brakes and a mildly better
engine. Maybe I'd prefer to dump every point of power level into a better
engine and just see what happens next. To do this I'd need to look at the
eligible cars in the championship I'm racing in and then back out and buy it
from the store individually, because there's no option to not auto-upgrade a
car upon purchase from the championship screen.
這對我來說無異是抽離了這款遊戲最核心的體驗,也就是打造一台屬於自己的車。
自己改裝、升級,看到車子逐漸變快變猛有著一種神奇的魔力,而在這過程中玩家
也會對這台車更有歸屬感。
或許我不想要我的藍寶堅尼有著各種改裝,像是更好的輪胎或是更好的剎車,我只
想把我所有的資金拿來換一顆更強的引擎,開上賽道看會發生什麼事。但要這麼做
我只能在錦標賽裡看看有那些車是合格不會被自動改裝的,而不能隨便亂買。
What this ultimately results in is a disconnect from the car itself. Instead
of being a beautiful machine you bought and put together to win a
championship, the car becomes just a tool you use to make more money. You use
these beautiful supercars because you must use them to enter the
championship, and because they're all upgraded for you at the point of sale
there's no difference between them except visuals and price. Why buy a
Koenigsegg Agera when the Hennessey Venom GT is two thirds the price? The
Venom would be the more efficient purchase, and it would leave you with
400,000 extra Credits to play around with.
這造成的結果是玩家和車輛脫節了。這不再是一台你親手打造,一根螺絲一根鉚釘
努力調校,為了贏得錦標賽而創造的專屬於你的車,而是變成只為了買下一台車的
賺錢工具。你開這些車只是為了進錦標賽而已,而因為這些自動升級,你不再有感
情,剩下的只是價格問題而已。有便宜400000元的Hennesy Venom GT何必買Koenig
segg Agera咧?
It's a real shame too, because when Forza 5 lets the player make a car
themselves it's really something special. At the beginning of the game you
get given a car -- a modern sport compact -- and I chose the Toyota 86. I
don't have a particular personal connection with that car, but since
finishing that initial championship I've upgraded it all the way to Racing
class (R) and worked it into a machine that can get up to 340 kilometres an
hour. Instead of doing normal championships, I take my 86 into the Class
Restriction championships and race it against Indy Cars and the like -- and
when it's doing 250+ km/h down the straight at Silverstone it feels like I've
accomplished something special.
Forza Motorsport 5 is a technical marvel and a truly next-gen experience.
Drivatar technology needs to be implemented into every game as soon as
possible, and people looking for a fantastic looking driving game need look
no further. Still, thanks to a pointless need to streamline the experience
Turn 10 has robbed the game of some of its heart. It seems that for all their
focus on recreating how a person drives, they lost sight of why.
這實在讓人感到愧疚。當我在遊戲開始時選擇了我的Toyota 86,開著他完成第一個
錦標賽後,我努力的把它升到R級,直到他能飆到340km/hr,然後開上銀石賽道和
印地賽車一決勝負時,我真的覺得那是一個特別的時刻。但這種體驗在FM5裡卻是
一個奢求,而不是讓玩家能更多的這種體會。
FM5是技術的一大突破,是真正屬於次世代的體驗。Drivatar應該要盡快普及到所有
,我是說所有,遊戲裡。追求極致畫面的競速遊戲玩家不需要再考慮了。但是為了
加快遊戲節奏而破壞掉遊戲的核心價值,Turn 10似乎只想重新創造駕駛體驗,卻
忘了為何要這樣做。
8.6/10
優點:
1. Dravatar。我已經等不及看到FPS用上這個系統了
2. Toyota 86。我愛死這小傢伙了。
3. Top Gear的配音超性感。
4. 這畫面比寶傑的ㄋㄟㄋㄟ還讚
5. Bathurs。(這網站是澳洲網站,這是一條澳洲賽道)
缺點:
1. 不再有自己改裝車子的樂趣
2. 沒有天氣變化和時間變化
-----------------------------------------------------------
總算翻完了...enjoy it!
明天還有RYSE的評測會出來!
完全不看好XDDD拜託打我臉XDDD
--
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