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  You'd have to be insane not to anticipate a Call of Duty presence at today's Microsoft briefing. Last week, IGN had the chance to get a preview of today's announcement and talk with the developers at Infinity Ward. The team promises the next iteration of Call of Duty will deliver a new experience, a new world, and a new engine. We're still waiting on firmer details of the story, but we do know that America is crippled by an attack, and that the player is part of an elite force sent to respond to the threat. The game's story is being written by Stephen Gaghan, the writer of Traffic.

  如果你能去而没有去5月22号在微软Xbox发布会上的使命召唤展示的话你一定是疯了。上个礼拜,IGN得到了一个提前观看这个展示的机会并且有幸与Infinity Ward的开发人员做了一些交流。开发团队保证下一代的使命召唤将会带给玩家全新的体验,全新的世界,和一个全新的引擎(这么多年终于换了)。IGN还在等待关于故事情节的更加确切的消息,但是现在可以确定的是美国在一次攻击中四分五裂,玩家是一直被送去应对威胁的精英小队中的意愿。给全新COD写剧本的是Stephen Gaghan,奥斯卡获奖作品Traffic的作者。

  While the developers suggest that gameplay is what drives tech, the demo of the latest title was overwhelmingly tech focused. Animations, polycounts, and textures eclipsed the few gameplay details we heard. Nevertheless, the tricks are impressive, creating a much more lifelike, much more visually believable world. The team at Infinity Ward have clearly made the most of the local Hollywood visual effects talent, all while maintaining the series' 60fps standard and low latency controls.

  尽管开发者们强调玩家的感受是技术前进的动力,最新的演示片完全将注意力集中在了技术上。大量的对于模型的动作,多边形计数器,和贴图材质的讨论掩盖了原本就不多的游戏细节。但是,这些技巧确实让人印象深刻,创造出一个更加真实,更加看起来让人身临其境的世界。Infinity Ward的开发团队明显使用和很多好莱坞的渲染手段,但同时确保游戏的帧率保持在标准的60帧并保持低延迟。

  Sub-D rendering and displacement mapping dynamically scales the polycount as you move closer to or further from the elements in the game world. This allows the artists to create small variations on rock faces, for example, that only render in 3D geometry as the player moves closer to them. The most obvious improvement this new feature offers is the scaling detail on the rifle scopes. Rather than looking through rings made up of hard angles, now when you look down the scope, you'll see a nearly perfectly round scope.

  当你在游戏的世界里靠近或远离某样东西时,Sub-D渲染和置换贴图技术会动态的改变多边形计数器。这让设计师可以对掩饰表面做一些微调,比如说,只有当游戏者靠近岩石的时候,才对岩石表面使用3D渲染。这个全新的技术提供的最明显的进步就是对步枪视野的细节处理。现在当你通过准镜瞄准时,你将会看见一个完美的圆圈,而不是一个有棱有角的。

  Iris adjustment dynamically adjusts the contrast and brightness of a given scene as you move from areas of light and dark. Walking from a sunny clearing into a wooded area will have your view dim as your eyes adjust to the new light levels. Moving back into the light will create a temporary, distracting glare.

  当你从光亮的地方走到昏暗的地方时,Iris调整技术动态地调整游戏场景的对比度和亮度。从阳光下走进树林会让你的视线稍微模糊一下,以适应新的光线水平。再次进入光亮会有一个短暂的眩晕(就和现实生活中一样)。

  While the tech demos are fine for showing off what the game is doing under the hood, what we really want to see is gameplay. Call of Duty Ghosts' scuba level didn't make the visual improvements as apparent as the tech demos, but it still delivered on the series' trademark cinematic moments. The level starts with the player swimming along the bottom the ocean as sharks drift by overhead. As the player swims over coral and plants, enemy scuba divers drop down and engage the player in a firefight. From there, the whole game goes crazy, with the player taking charge of a drone and sinking a massive tanker, and finding himself trapped in a giant sunken lighthouse as it tumbles into a ravine.

  尽管这些技术展示确实很好的展示了游戏在后台是如何运行的,但是我们真的想要看到的是真实的游戏体验。在展示片里的水下片段,我们并没有看到像技术展示里这么明显的画面提升,但是依旧体现出了这个游戏系列的招牌——电影式的场景。一开始玩家在海底行进,头顶游过鲨鱼等生物。在玩家游过珊瑚和植物的时候,敌人的深潜员出现将玩家带入了一场战斗。从这时候开始整个场景就开始变得有点疯狂,玩家操纵无人机击沉了一艘油艇,并且发现自己被困在了一个正翻滚向溪谷的灯塔里。

  That said, the latest demo reveals that the price of these undeniably thrilling set pieces is a lot of player handholding. Fans of Call of Duty are already used to having an AI controlled companion constantly telling them what to do – “Walk here. Stop. Shoot that guy.” The new Call of Duty seems to suffer from some of the same bossy scripting, but that's what the series requires to deliver the jaw dropping cinematic moments it's known for. Still, the constraints put on the player by the mission scripting work against the you-are-there power of the visuals.

  总结下来,最新的演示片表示出那写令人兴奋得颤抖的预设场景的代价就是玩家的自由度。使命召唤的粉丝们早就已经习惯了被一个AI同伴指示着做这做那“走到那里去,停。杀了那个人。”全新的COD似乎也逃脱不了这种模式,但是这就是这个系列提供那种震撼的人掉下巴的超强电影式场景的前提条件。和以前一样,任务线对于玩家的约束 VS “你就在那”式身临其境的视觉体验。

  One of the most tantalizing teases during our demos last week was the promise that the game's multiplayer maps will shift and move as play progresses. Earthquakes, explosions, and loads of other changes can be triggered on the multiplayer maps. None of these changes should favor one team over the other, but they should add a bit of activity to the otherwise static maps.

  而在上周的展示中最让人激动的消息之一就是制作组保证多人游戏的地图会随着游戏的进行而有一些改变。地震,爆炸,还有其它很多的改变会由玩家在多人地图里去触发。这些改变不会偏向任何一支队伍,但是确实在相对静态的地图上给游戏带来了一些变数。

  We'll be getting more information on Call of Duty in a few weeks when the game is shown at E3 in early June, so be sure to come back for further impressions then.

  在6月初的E3上我们会收到更多关于COD Ghosts的消息,到时候记得回来看看有什么新东西哦。

[编辑:玉仔]
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