reddit上有將最後生還者2的細節說明過程整理成下列
https://www.reddit.com/r/PS4/comments/8qll84/new_details_for_the_last_of_us_part_ii/
英文不很好, 大致講下重點, 其餘請神人補充
New traversal and prone move-sets.
新移動方式和匍匐
Combat has increased emphasis on tension, interactivity and realism.
戰鬥強調張力, 互動及真實性
Enemy AI references each other by name, and constantly communicates with each
other.
敵人互相會叫對方的名字, 也會時不時與對方溝通
Two different timelines explored in TLOU2.
有兩個時間軸
New dodge/evade mechanic is a core part of combat and melee.
新的閃躲系統會是整個戰鬥的核心
You now have a jump button.
你現在有跳躍鍵了
Far more creative and emergent moments in combat thanks to big increase in
breadth of options.
多虧大幅新增的選項使在戰鬥中有更多創新和緊急時刻<---恩...有點怪
下面會解釋
Improved stealth mechanics, including crawl, prone, squeezing into tighter
gaps, underneath vehicles etc.
進化的潛行系統, 包括爬, 匍匐, 鑽進縫隙(試玩影片的書櫃), 鑽車底等等
Expanded infected enemies and whole new classes.
跨大新增新品種靈芝人
You're not automatically fully hidden in grass. Extent of your visibility
depends on height & density of foliage.
躲進草叢中並不是自動隱蔽, 會依照葉子的高度及密度影響被發現的機會
Much more verticality in combat scenarios now. She needs more routes and ways
to engage.
有更多直接(垂直?)的戰鬥情形, 艾莉需要更多路線和方法應戰
Survival aspects are still a focus.
遊戲生存要素仍是重點
Different ammo types (eg explosive arrows) now. Each ammo type fulfills a
particular strategy niche.
不同的彈藥種類(像試玩影片的爆炸箭), 每種彈藥在策略上各適其所
Animation system is completely overhauled so everything is even more
realistic and transitions are seamless.
動畫系統大翻新所以全部都越真實, 都是無縫接軌(有一鏡到底的望?)
Wide linear combat environments are being expanded to be even larger and
broader.
戰鬥環境變大變廣
AI system massively improved for added realism.
為了真實性,敵人大大提升
No more auto AI telepathic awareness of you once spotted. They whistle to and
actually communicate with each other.
敵方不會像以前用心電感應知道你在哪, 而是像試玩影片中的吹口哨的方式或真的彼此對話
Referred to as systemic check-ins of AI information. They pass information to
each other more realistically to let new groups and enemies know of the
unfolding situation or of your position.
若有新敵人加入戰鬥, 會彼此告知訊息, 像是現在情況及玩家的位置
Enemy awareness and ability to seek player out improved.
提升敵方的感知能力 也就是容易被找到QQ
You can now craft different ammo and arrow types.
玩家可以自行製作不同種類的彈藥和箭矢
Expanding on the infected types and there will be new classes in the game.
新增擴大感染者的種類 還有新品種~就是更多菇菇人啦
Demo is set 4 years after the events of TLOU, in Jackson.
試玩影片時間是一代結局回到傑克森市的四年後
Seraphite is a religious cultish group, but they will not be black and white.
Motivations explored.
Seraphiet是個宗教的邪教組織, 但他們的意圖尚未清楚, 動機是玩家要去發掘的
Joel is somewhere out there in Jackson.
Joel在傑克森市的某處
They use more advanced facial camera capture and mo-cap now, more advanced
than they had with Uncharted 4.
遊戲使用了增強的面部+動作捕捉系統, 比秘境4的更進化
Lots of new facial animation tech. More nuances of the face, creases, folds,
build up of skin etc.
使用很多新的面部動畫技術, 可以看到更多臉部細節, 像是細紋, 皺褶等等
Eyeball tech also re-worked, now includes internal refractions, reflections
and so on.
眼球技術也同樣重新製作, 包括會反射等等
看完覺得也太真實了吧!!!! 躲草叢如果一個不小心按錯鍵就暴露位置了...
完整介紹影片在以下
Source is the E3 Colliseum presentation for The Last of Us Part II:
https://www.youtube.com/watch?v=pwCuWyq0fHQ
--
https://www.reddit.com/r/PS4/comments/8qll84/new_details_for_the_last_of_us_part_ii/
英文不很好, 大致講下重點, 其餘請神人補充
New traversal and prone move-sets.
新移動方式和匍匐
Combat has increased emphasis on tension, interactivity and realism.
戰鬥強調張力, 互動及真實性
Enemy AI references each other by name, and constantly communicates with each
other.
敵人互相會叫對方的名字, 也會時不時與對方溝通
Two different timelines explored in TLOU2.
有兩個時間軸
New dodge/evade mechanic is a core part of combat and melee.
新的閃躲系統會是整個戰鬥的核心
You now have a jump button.
你現在有跳躍鍵了
Far more creative and emergent moments in combat thanks to big increase in
breadth of options.
多虧大幅新增的選項使在戰鬥中有更多創新和緊急時刻<---恩...有點怪
下面會解釋
Improved stealth mechanics, including crawl, prone, squeezing into tighter
gaps, underneath vehicles etc.
進化的潛行系統, 包括爬, 匍匐, 鑽進縫隙(試玩影片的書櫃), 鑽車底等等
Expanded infected enemies and whole new classes.
跨大新增新品種靈芝人
You're not automatically fully hidden in grass. Extent of your visibility
depends on height & density of foliage.
躲進草叢中並不是自動隱蔽, 會依照葉子的高度及密度影響被發現的機會
Much more verticality in combat scenarios now. She needs more routes and ways
to engage.
有更多直接(垂直?)的戰鬥情形, 艾莉需要更多路線和方法應戰
Survival aspects are still a focus.
遊戲生存要素仍是重點
Different ammo types (eg explosive arrows) now. Each ammo type fulfills a
particular strategy niche.
不同的彈藥種類(像試玩影片的爆炸箭), 每種彈藥在策略上各適其所
Animation system is completely overhauled so everything is even more
realistic and transitions are seamless.
動畫系統大翻新所以全部都越真實, 都是無縫接軌(有一鏡到底的望?)
Wide linear combat environments are being expanded to be even larger and
broader.
戰鬥環境變大變廣
AI system massively improved for added realism.
為了真實性,敵人大大提升
No more auto AI telepathic awareness of you once spotted. They whistle to and
actually communicate with each other.
敵方不會像以前用心電感應知道你在哪, 而是像試玩影片中的吹口哨的方式或真的彼此對話
Referred to as systemic check-ins of AI information. They pass information to
each other more realistically to let new groups and enemies know of the
unfolding situation or of your position.
若有新敵人加入戰鬥, 會彼此告知訊息, 像是現在情況及玩家的位置
Enemy awareness and ability to seek player out improved.
提升敵方的感知能力 也就是容易被找到QQ
You can now craft different ammo and arrow types.
玩家可以自行製作不同種類的彈藥和箭矢
Expanding on the infected types and there will be new classes in the game.
新增擴大感染者的種類 還有新品種~就是更多菇菇人啦
Demo is set 4 years after the events of TLOU, in Jackson.
試玩影片時間是一代結局回到傑克森市的四年後
Seraphite is a religious cultish group, but they will not be black and white.
Motivations explored.
Seraphiet是個宗教的邪教組織, 但他們的意圖尚未清楚, 動機是玩家要去發掘的
Joel is somewhere out there in Jackson.
Joel在傑克森市的某處
They use more advanced facial camera capture and mo-cap now, more advanced
than they had with Uncharted 4.
遊戲使用了增強的面部+動作捕捉系統, 比秘境4的更進化
Lots of new facial animation tech. More nuances of the face, creases, folds,
build up of skin etc.
使用很多新的面部動畫技術, 可以看到更多臉部細節, 像是細紋, 皺褶等等
Eyeball tech also re-worked, now includes internal refractions, reflections
and so on.
眼球技術也同樣重新製作, 包括會反射等等
看完覺得也太真實了吧!!!! 躲草叢如果一個不小心按錯鍵就暴露位置了...
完整介紹影片在以下
Source is the E3 Colliseum presentation for The Last of Us Part II:
https://www.youtube.com/watch?v=pwCuWyq0fHQ
--
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