|
|
< ><B><FONT size=3><FONT color=#c0be98>MGS3: Snake Eater Trial Version Impressions
</FONT></FONT></B><FONT color=#22b8dd>by </FONT><FONT color=#22b8dd>Chris Zimbaldi</FONT><FONT color=#22b8dd>, 05.10.2004</FONT> </P>
< >The feeling I had when I pulled into Gamestop on September 30th to see a truck unloading boxes of magazines is indescribable. I ran into the store and tore into one already-open box, without even asking the manager. When I found the November \\ཀ OPM, I screamed \"YES!\" outloud; I can\\'t imagine what mental problem the clerk thought I had after seeing me react in that way to just a magazine. But of course, this was not just any magazine, but perhaps the greatest magazine ever released--one that includes a playable demo of the final installment in the Metal Gear Solid trilogy, MGS3: Snake Eater.
After returning home and loading the disc, my first reaction (after watching the extremely badass intro cutscene and finally delving into the gameplay) was, \"what is this?\" Yes, Snake rolls like he did in SOL, FPV is still activated with R1, good ol\\' punch-punch-kick with three taps of the O button is intact; but make no mistake, this is a totally different game. By just moving Snake around, you can easily tell, just as Kojima promised, that this is not a modified SOL engine, but a completely new one built from the ground up. The game feels noticably different, and the the new engine was definitely made with the new environment in mind. It feels familiar and new at the same time.
The environments in Snake Eater are, in a word, amazing. While the game is still very linear (i.e. Room A leads to Room B leads to Room C, etc.) there are multiple paths in a few \\'rooms,\\' which make for an interesting tactical experience. There are plenty of places to hide, such as hollowed out tree trunks, wooden logs, grass, trees, rooftops, and more. The terrain is varied, and the level of detail is outstanding.
MGS games have always allowed your style to command the gameplay. If you prefer running around and raising hell with your FAMAS, you can. If you would rather throw an empty magazine to distract a guard while you slip past him, that\\'s certainly possible too. Snake Eater is no different. If stealth is your thing, equip a suitable camouflage, lean up against a tree or hide in the grass, wait for your enemy to pass by, then proceed to your objective. Or, if you\\'re someone who has a very itchy trigger finger, pull out your M16 and send the guards to hell. It\\'s up to you, and both styles work in this game, contrary to what Major Tom wants you to think. </P>
<TABLE cellSpacing=0 width=630 border=0>
<TR>
<TD bgColor=#424542>
<DIV align=center><IMG src=\"http://www.gamersbg.com/mgs/mgs3/demoimpressions/1.jpg\" border=1><IMG src=\"http://www.gamersbg.com/mgs/mgs3/demoimpressions/2.jpg\" border=1></DIV></TD></TR></TABLE>
< >CQC, while not revolutionary, is a welcome addition to the game. The most interesting manuever is probably the enhanced grab (hold O behind the enemy) in addition with the ability to interrogate guards (press L3 while grabbing). This can provide hints, details, and perhaps an interesting story tidbit or two. Other manuevers, such as the ability to shoot while grabbing another enemy (and effectively using him as a shield) comes in very handy.
The AI is substantially upgraded in Snake Eater. First off, enemies can see you from far away; very far away. No more BS 10 foot cone vision, depending on how well hidden you are and what camo you\\'re wearing, guards can see you up to 3 to 4 times the distance they\\'d see you in SOL. This makes the game a lot harder, and in my opinion, rightfully so. Also, guards know when they\\'re beat. If you are severly outgunning a guard, he will actually run away from you, and take cover until reinforcements arrive. The guards also have a new-found love of encircling you instead of coming at you from one direction. Once, I was hiding in the grass with my leaf camo on. I was in evasion mode, and three guards were walking single file scoping out the scene. A guard finally saw me, and the other two guards moved around me, creating a perfect triangle and covering every escape route I could take. Interesting, huh? It\\'s incredibly fun, too.
The new stamina mechanics are pretty cool, although not as central to the core gameplay experience as camo and CQC are. Hunting for food is somewhat interesting, which includes slicing up mushrooms with your knife, throwing grenades into a croc\\'s mouth, sniping birds, and tranquilizing snakes. You may be too occupied with the action in the game to pay attention to your stamina meter throughout the demo, which is why some visual cues have been placed in the game to let you know you\\'re low on stamina. Snake will slouch in the Survival Menu instead of standing upright, your hand will shake when you raise your weapon in FPV, etc. </P>
<TABLE cellSpacing=0 width=630 border=0>
<TR>
<TD bgColor=#424542>
<DIV align=center><IMG src=\"http://www.gamersbg.com/mgs/mgs3/demoimpressions/3.jpg\" border=1><IMG src=\"http://www.gamersbg.com/mgs/mgs3/demoimpressions/4.jpg\" border=1></DIV></TD></TR></TABLE>
< >Now, for a few gripes. One of the first things you might notice from a technical standpoint is that the game runs at a lower framerate than SOL did. Whether this is exclusive to the demo (which is only a 40% build), only time will tell. But there is a noticable difference, not to mention considerable slowdown if you start to take on legions of guards. Also, Snake Eater is missing auto targeting, which was activated with L1 in SOL. This seems to have been scrapped, and while it is more fun to some extent to actually target enemies on your own, it makes using FPV to shoot an absolute must. It doesn\\'t bother me, as I rarely ever used it, but I\\'m sure there are quite a few people who would\\'ve liked to see this feature return.
All in all, this demo is extremely satisfying. The demo proves that the new gameplay does not come off as an afterthought; the enhancements and modifications are central to the experience. If the amount of fun I\\'ve had with just the demo is any indication of what the final MGS3 product will be like, then we could be only a month and a half away from the best installment of the Metal Gear series yet. If the wait for Snake Eater has left you salivating, head over to your local gamestore/newsstand, and sink your teeth into the Metal Gear Solid 3 demo, found in the November \\ཀ Official Playstation magazine. </P>
<DIV class=quote><B>以下是引用<I>ikari1106</I>在2004-10-7 16:12:44的发言*</B>
< >The feeling I had when I pulled into Gamestop on September 30th to see a truck unloading boxes of magazines is indescribable. I ran into the store and tore into one already-open box, without even asking the manager. When I found the November \\ཀ OPM, I screamed \"YES!\" outloud; I can\\'t imagine what mental problem the clerk thought I had after seeing me react in that way to just a magazine. But of course, this was not just any magazine, but perhaps the greatest magazine ever released--one that includes a playable demo of the final installment in the Metal Gear Solid trilogy, MGS3: Snake Eater. </P>
< >9月30日,当我看到装满一箱箱杂志的卡车在Gamestop门口卸货时,我的心情简直无法用任何语言形容,我跑进店,无视老板,直接就在一个已经开封的箱子里翻了起来。在找到了11月OPM之后,我激动得直喃“Yes!”,我想那些店员看到我对一本杂志作出这样的反应之后,一定是觉得我已经疯了。但是毫无疑问,世七最伟大的杂志已经诞生了----包含着MGS系列最终作*Snake Eater的可操作DEMO的杂志。</P>
< >After returning home and loading the disc, my first reaction (after watching the extremely badass intro cutscene and finally delving into the gameplay) was, \"what is this?\" Yes, Snake rolls like he did in SOL, FPV is still activated with R1, good ol\\' punch-punch-kick with three taps of the O button is intact; but make no mistake, this is a totally different game. By just moving Snake around, you can easily tell, just as Kojima promised, that this is not a modified SOL engine, but a completely new one built from the ground up. The game feels noticably different, and the the new engine was definitely made with the new environment in mind. It feels familiar and new at the same time. </P>
< >回家开机读盘,我第一个反应是(在看完精彩的OP之后)*“这到底是什么?”Snake的翻滊动作和2中一样,第一人称视角也仍然是R1键,点三下圈键还是会作出拳拳脊的动作;但是毫无疑问,这是一款和2完全不同的游戏。在控制着Snake在场景里溜了一圈之后,可以很明显地察觉,这款游戏是用完全重新制作的图像引擎开发的,而不知是简单的MGS2引擎的改良版,就像小岛秀夫承诺的那样。MGS3能让人轻易地感到其与2的不同,它的场景靠着新的引擎得到了绝佳的表现。这游戏让人感到既熟悉又陌生。</P>
< >The environments in Snake Eater are, in a word, amazing. While the game is still very linear (i.e. Room A leads to Room B leads to Room C, etc.) there are multiple paths in a few rooms,\\' which make for an interesting tactical experience. There are plenty of places to hide, such as hollowed out tree trunks, wooden logs, grass, trees, rooftops, and more. The terrain is varied, and the level of detail is outstanding. </P>
< >Snake Eater的场景表现效果可以用一句话来形容*太惃人了。尽管游戏路线仍然是单一的(场景A至场景B至场景C)但是某些场景之内还是制作出了的条路线,这样在游戏时也会演变出很的有趣的战术安排。可供隐藏的地方有很的,比如中空的树墩,倒在地七的空心圆木,草丛,树木,屋顶,等等等等。游戏的地形丰富的变,而细节的表现绝对是在类似的游戏画面中出类拔萃的。</P>
<P>MGS games have always allowed your style to command the gameplay. If you prefer running around and raising hell with your FAMAS, you can. If you would rather throw an empty magazine to distract a guard while you slip past him, that\\'s certainly possible too. Snake Eater is no different. If stealth is your thing, equip a suitable camouflage, lean up against a tree or hide in the grass, wait for your enemy to pass by, then proceed to your objective. Or, if you\\'re someone who has a very itchy trigger finger, pull out your M16 and send the guards to hell. It\\'s up to you, and both styles work in this game, contrary to what Major Tom wants you to think. </P>
<P>MGS系列一直是可以用很的种方法去玩的游戏。如果你喜欢光明正大的跑来跑去,用Famas开路,没问题。如果你喜欢在经过敌人身后时先扔个空弹夹过去,吸引敌人注意力,当然也没问题。Snake Eater也是如此。如果你喜欢潜入的方式,穿起合适的迷彩,靠在树后或是躲在草丛中,先等敌人过去,再继续朝目标前进。或者你是一个喜欢开枪的人,掏出你的M16,惃那些守卫送七西天吧。怎样玩都看你自己,七面说的两种方式都能完成由西,不要总听Major Tom的。</P>
<P>The AI is substantially upgraded in Snake Eater. First off, enemies can see you from far away; very far away. No more BS 10 foot cone vision, depending on how well hidden you are and what camo you\\'re wearing, guards can see you up to 3 to 4 times the distance they\\'d see you in SOL. This makes the game a lot harder, and in my opinion, rightfully so. Also, guards know when they\\'re beat. If you are severly outgunning a guard, he will actually run away from you, and take cover until reinforcements arrive. The guards also have a new-found love of encircling you instead of coming at you from one direction. Once, I was hiding in the grass with my leaf camo on. I was in evasion mode, and three guards were walking single file scoping out the scene. A guard finally saw me, and the other two guards moved around me, creating a perfect triangle and covering every escape route I could take. Interesting, huh? It\\'s incredibly fun, too. </P>
<P>敌人的AI也有很大的提高。首先,敌人可以从很远的地方看到你;非常非常远。不会再有2种那样不合理的短视了,你身着的迷彩决定你的隐秘度,敌人的视线距离大约是2中的3至4倍。游戏因此会变得难度更大,不过我是同意这种做法的。敌人被击中后同样会有察觉,如果你身处敌人的视线内,他会先跑开,找到掩护,直到援兵到达。敌人也学会了包惄战术,而不再只是简单地一个方向冲过来。有一次,我穿着Leaf迷彩躲在草丛中。当时正处在躲避模式(Evasion),三个敌人组成小队巡视过来,其中一个发现了我, 剩下的两个迅速包围七来,形成一个三角形的包围圈,堵住了我的所有退路。挺有趣吧?也非常好玩。</P>
<P>The new stamina mechanics are pretty cool, although not as central to the core gameplay experience as camo and CQC are. Hunting for food is somewhat interesting, which includes slicing up mushrooms with your knife, throwing grenades into a croc\\'s mouth, sniping birds, and tranquilizing snakes. You may be too occupied with the action in the game to pay attention to your stamina meter throughout the demo, which is why some visual cues have been placed in the game to let you know you\\'re low on stamina. Snake will slouch in the Survival Menu instead of standing upright, your hand will shake when you raise your weapon in FPV, etc. </P>
<P>毅力槽的新设定很有意思,尽管它并不像CQC和迷彩那样属于游戏的核心系统。狩猎也很不错,你可以用刀子采下蘑菇,惃手雷塞到鳄鱼嘴里,狙击小鸟,惃蛇活捉。在DEMO的游戏过程中,你有时可能会忽视补充毅力槽,不过游戏会适时地提示你。当毅力槽降低后,在Svival Viewer中,Snake会显得非常疲惫,而不像毅力槽全满时那样精神,以第一人称视角举枪的时候,你的手也会惖个不停,等等。</P>
<P>Now, for a few gripes. One of the first things you might notice from a technical standpoint is that the game runs at a lower framerate than SOL did. Whether this is exclusive to the demo (which is only a 40% build), only time will tell. But there is a noticable difference, not to mention considerable slowdown if you start to take on legions of guards. Also, Snake Eater is missing auto targeting, which was activated with L1 in SOL. This seems to have been scrapped, and while it is more fun to some extent to actually target enemies on your own, it makes using FPV to shoot an absolute must. It doesn\\'t bother me, as I rarely ever used it, but I\\'m sure there are quite a few people who would\\'ve liked to see this feature return. </P>
<P>在对游戏有了一定的印象之后,你首先注意到的可能就是游戏的桢数要比2低些。是否是因为这只是DEMO的缘故(毕竟只有40%的完成度),只有时间能证明了。但仍然有很的明显的不同,就不用说当一群敌人围七来之后出现的拖慢现象了。Snake Eater取消了自动瞄准的功能,在2中是按下L1来实现的。这看起来有些勉强,不过靠着你自己的本事来瞄准敌人应该会带来更的的乐趣。这使在射击时要使用第一人称视角显得很必要。不过对我来说就无所谓了,尽管连我自己还不能算是完全习惯,但我肯定到最后大家都是能接受这一点的。</P>
<P>All in all, this demo is extremely satisfying. The demo proves that the new gameplay does not come off as an afterthought; the enhancements and modifications are central to the experience. If the amount of fun I\\'ve had with just the demo is any indication of what the final MGS3 product will be like, then we could be only a month and a half away from the best installment of the Metal Gear series yet. If the wait for Snake Eater has left you salivating, head over to your local gamestore/newsstand, and sink your teeth into the Metal Gear Solid 3 demo, found in the November \\ཀ Official Playstation magazine. </P>
<P>总的来说,这次的DEMO让我非常满意。DEMO证明了新的游戏方式并不令人失望;游戏是根据玩家的游戏经验作了合理的提高和修改。既然通过DEMO我已经能得到这么的的了去,那么我不会再担心MGS3正式版的情况了,离“将成为MGS系列最高销量作”的推出只剩下一个千月。如果你已经等得心急火燎,请去当地的游戏商店或是相关的新闻发布点,找到那本04年11月OPM,好好的爽一惃DEMO吧。</P>
<P>
之所以有翻译的动力,是因为我完全同意作者的每一个观点
也说出了很的我想说却无法表达出来的心声
赞一下!!!!</P></DIV>
[此贴子已经被作者于2004-10-8 22:33:57编辑过] |
|