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Edge杂志上的RE4制作人平林良章访谈的节选的翻译

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rt,因为目前网上能找到的只有这一张图,所以无法得知全文内容。个人水平有限,仅供参考,如有错误还望指出
译文:
团队被分成独立的小组,每个小组都有不同的开发区域:村庄、城堡、小岛。这些团队在将各自的工作放在一起之前分别工作,以了解每个全面革新(overhauled)的元素如何与其他元素一起工作以创造整体体验。“我们的方法非常细化,”平林解释道。“我们没有说,‘哦,这是我们在原版游戏中因为技术限制而努力创造出来的内容,但现在我们已经能够完善它了’,我们选择了上百个组成原始游戏体验的独立小元素,并重新制作和优化这些构建模块。”这可能是控制,移动和瞄准,每个场景的光照:每个单独的元素都被考虑在内。
“我们已经开发了剧情,特别是角色之间的互动。”
“是的,这个重制版是许多部分的综合,”平林总结道。
在努力保留原版优点的同时,开发团队也没有回避它的弱点,或者至少是找出那些最需要现代革新的地方。“我与导演[安保康弘]讨论了我们可以改进的地方,比如瞄准,角色的移动——那些对于那些习惯了现代游戏玩法的人而言是进入游戏的障碍的东西,”平林解释道。这仍然是一款关于管理资源的游戏;弹药是有限的。在每一次对峙中,你必须决定是留一颗子弹,还是挥刀猛冲过去。而且,你没有击中头部时的挫败感就和2005年时一样强烈。但一切都很流畅,很有现代感。举枪瞄准不再缓慢和抽搐。当射偏或浪费弹药时,不会再对问题出在哪里有任何疑问。
《生化危机4》蹩脚的B级片故事情节(所有的美国英雄都去一个不讲英语的原始农民家,营救代号为“小鹰”的总统女儿)的基本节奏不太可能改变。但团队显然渴望更新故事的传递方式。“里昂给这种经历带来了某种智慧”,平林说。“我们已经开发了角色剧情,特别是角色之间的互动和他们的个性。从这个意义上说,原版游戏更‘游戏化’:故事场景主要是为游戏玩法的节奏服务的。单人故事游戏在那时之后已经发展了,所以整合故事情节的元素变得非常重要。从这个意义上说,我们已经努力确保这个重制版是一个完全现代的、基于故事的单人游戏体验。”
自然,制作一款如此受人喜爱,并且有许多人认为是系列巅峰之作的游戏,并不是没有压力。“是的,期望值很高,”平林说。“我们对我们的工作进展感到非常忧虑。但在制作游戏的过程中,我们也尝试着从中获得乐趣。创造一种有助于消除紧张气氛的氛围非常重要。”
同样,《生化危机4》也是一款与其广受尊敬的原导演三上真司紧密联系在一起的游戏,有时会让人强烈地感受到他的缺席。“如果他还在身边做事就好了,”平林承认。“但另一方面,团队中有许多人与三上有过密切合作。”除了导演安保康弘,竹内润还担任执行制作人,而曾参与过原版《生化危机》的门井一宪(他是第一个只用刀通关游戏的员工)则提供了额外的监督。“虽然我很想念三上,”平林说,“但我们的团队中有这么多的经验丰富的人,我相信没有他我们也能做得很好。”


IP属地:北京1楼2023-01-05 00:10回复
    英文原文:
    moment in the game." The team was divided into independent subgroups, each given a different area to develop: the village, the castle, the island. These teams worked separately before their work was brought together to see how each overhauled element worked with the others to create a holistic experience. "Our approach was quite granular," Hirabayashi explains. "Rather than saying, 'Oh, this is a bit that we struggled to make in the original due to technological limitations that we can now perfect, we took a hundred individual, small elements that make up the original gameplay experience, and remade and polished those building blocks." That might be the controls, the moving and aiming, the lighting of each scene: every single individual element has been considered.
    "We've developed the drama, specifically the interactions between characters"
    "Yes, this remake is very much the sum of many parts," Hirabayashi concludes.
    While attempting to remain true to the original game's strengths, the team has certainly not shied away from identifying its weaknesses, or at least pinpointing those areas most in need of a contemporary overhaul. "I discussed with the director [Yasuhiro Anpo] where we could improve things like the aiming, the movement of the character - the things that become barriers to entry for those used to how modern games play," Hirabayashi explains. This is still a game about managing resources; ammunition is limited. In every face-off you must decide whether to spare a bullet or make a lunge with a knife. And the sense of frustration when you miss a headshot is as keen as it was in 2005. But everything feels smoothed and contemporised. Aiming down the sights is no longer slow and twitchy. When it comes to missed shots or ammo overspends, there is no longer any doubt as to where the fault lies.
    The fundamental beats of Resident Evil 4's schlocky, B-movie storyline (all American hero visits home of primitive non-English-speaking farm folk to rescue President's daughter, codenamed 'Baby Eagle') are unlikely to change. But the team has evidently been eager to update the way in which that story is delivered. "Leon brings a certain kind of wit to the experience," Hirabayashi says. "We've developed the character drama, specifically the interactions between characters and their personalities. The original game was more 'gamey' in that sense: story scenes were mostly there to serve the pacing of the gameplay. Singleplayer story games have developed since then, so it's been important to integrate the storyline elements. We've tried to make sure that this remake feels like a thoroughly modern, story-based singleplayer experience in that sense."
    Naturally, working on a game that is so beloved, and which many consider to be the apex of the series, has not been without its pressures. "Yes, expectations are high," Hirabayashi says. "We feel a great deal of apprehension to see how our work goes down. But we have tried to have fun as we work on the game, too. This has been important to create the kind of atmosphere to help dispel that tension."
    Likewise, Resident Evil 4 is a game strongly associated with its widely admired original director, Shinji Mikami, whose absence on the project has, at times, been felt keenly. "It would have been nice to have him still be around to run things by," Hirabayashi admits. "But on the other hand, the team features many individuals who worked closely with Mikami." As well as director Yasuhiro Anpo, Jun Takeuchi has worked as executive producer, while Kazunori Kadoi, who worked on the original Resident Evil (he famously became the first member of staff to complete the game using only a knife), has provided additional oversight. "So while I miss Mikami," Hirabayashi says, "we have so many veterans working on the team that I'm sure that we'll be able to get by without him."


    IP属地:北京2楼2023-01-05 00:13
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      又来糊弄卡孝。子了啊


      IP属地:内蒙古来自Android客户端3楼2023-01-05 10:21
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        举枪瞄准不再缓慢和抽搐?原版有缓慢和抽搐么,可能我们玩的不是同一个生4


        IP属地:江苏4楼2023-01-05 12:51
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          也就是其实瞄准还是和2跟3一样了呗


          IP属地:上海来自Android客户端5楼2023-01-05 14:19
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            简单说就是三段分三个组做然后想法拼一起,人物角色情节都优化了,战斗系统加强,更符合现在对3A游戏制定的标准了。再夸几句三上和老生化4,最后说虽然他现在不在卡普空了,但是我们的团队里以前过来的老人也不少,做的不一定就比人家差。


            IP属地:辽宁6楼2023-01-05 14:43
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              啊这,三个不同小组做的,会不会有割裂感啊


              IP属地:湖南7楼2023-01-05 15:04
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                给力,辛苦了


                IP属地:北京来自iPhone客户端8楼2023-01-06 07:13
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                  话说咋俩都是北京的,要不加个微信号?我建了个生化危机的讨论群,目前一百人出头,想把你拉进去


                  IP属地:北京来自iPhone客户端9楼2023-01-06 07:15
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                    全文翻译已更新:https://tieba.baidu.com/p/8212966942


                    IP属地:北京10楼2023-01-07 21:35
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