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Here are some details:
这里透露些细节:
世嘉和CA放出了一段15分钟的视频,展现了一些罗马2的新特性和细节,最震撼的新特性是重制的引擎以及更广阔、更电影化的镜头视角
在演示期间,CA谈到罗马2将会于2013年发布,首席设计师James Russell谈到了他的意图
相对罗马2而言,幕府2只设置了狭小的地图和有限的单位, 罗马2将会专注游戏系统同时提高单位寻路能力
罗马2在地理范围上会比罗马1大
游戏设计的一个关键理念是宏观地图到微观角度的转换
除此之外,相比1代,元老院系统将会变得更加重要
当你的等级上升,你的成功会引起某些朋友的嫉妒甚至背叛,内政方面将会更富人性化
更大的战略地图将会包括上百个地区供你的军队调动,但游戏将按省管理以使操作简易,并让玩家更关注与大兵团方面而不是零星单位的调动
游戏将会允许你选择共和政体或帝国
游戏的镜头将会被重制,你能够将视角锁定于单个的单位,类似于纪录片视角,可以随着部队的行进而晃动
演示视屏展示的是第三次布匿战争,迦太基城被围攻的场景
罗马2将会使用新的图像引擎,新的光照和粒子系统
在一些场景中,可以进行海陆联合作战,比如演示视屏中的围攻迦太基城
一个海军单位将会有超过一艘的船只
投射类武器如弩炮和抛石机将会有更好的应用方式
根据演示视屏,视角甚至可以进入攻城塔内部
更广阔的战斗场面,为了指挥更多的单位,现在将会增加鸟瞰视角
更多样的攻城方式,城墙在承受足够的攻击后将会化作瓦砾攻城将不只是攻占广场,类似于猫捉老鼠?
士兵间的碰撞将会更具冲击力,例如盾牌的碰撞?盾击?
新的游戏引擎将会展示更多的细节,比如城墙上的涂鸦
士兵可以躲到建筑里去了
新的镜头视角将会带来类似拯救大兵瑞恩的观感
每个士兵将会有不同的动作,对阵时,小队长将会咆哮指挥
士兵间将会更具互动性,避免变成克隆人
SEGA and Creative Assembly have lifted the lid on Rome II: Total War, showing an impressive 15 minute demo revolving around Roman efforts to reduce Carthage to rubble. The headline new features are a redesigned graphics engine, a greater sense of scale and a stylish new cinematic unit camera.
During the presentation, Creative Assembly walked us through plenty of details about what Rome II intends to offer when it's released in late 2013, and lead designer James Russell spoke about the game's intentions.
Shogun 2 was set in narrow geographical areas, with limited sets of units - a comparatively small scale to what's being intended with Rome II. It was designed with a focus on game systems, such as engine polishing and improvements to unit pathing.
With that in place, Rome II is going big - it's bigger than Rome 1 in geographical scale.
The game's key design vision is in taking players from a macro to micro scale, such as jumping from a campaign map to a single unit.
Despite that focus, Rome II is still attempting to make its macro scale bigger - we're guessing the senate will play a large part of that, but Creative Assembly won't say just yet.
As you rise through the ranks, your success will attract less-than-favourable responses from some of your friends. You will almost definitely get betrayed. There's "more human-level drama on the campaign map" in Rome II.
The bigger campaign map has "hundreds" of regions to move your units around, but the game buckets them into provinces to make management easier. The idea is to have you thinking about armies and legions rather than fiddling around with individual units.
Ultimately, the game will allow you to decide whether to favour the republic or become Rome's dictator.
The game's cameras have been redesigned. You can now lock the camera to single units. In this mode it functions like a sort of documentary cam, shaking while the unit walks – it's "a soldier's eye view" according to Creative Assembly.
The demonstration takes place with a scenario set during the Third Punic War, which took place during 149BC to 146BC. The scenario here is the Siege of Carthage.
Rome II: Total War features a new graphics engine, which features particle and deferred lighting.
The game can now combine naval and land battles into the same conflict, including naval invasions: in this demo a Roman ship lands on the coast of Carthage.
Naval units now have more than one ship per unit.
Though expected, we see catapults and ballistae being put to good use.
The demo has a big focus on Roman siege towers, and the snap-to unit camera takes the view of the game inside the siege tower itself.
Conflicts take place over much bigger environments - much of Carthage has been recreated in the demo. To accommodate this extra scale, the game now features a top-down tactical map.
There are multiple ways to capture cities. Walls can be reduced to rubble after they've sustained enough damage, for instance. It's designed to create cat-and-mouse gameplay: "You're not just sitting in the plaza once the walls are breached trying to defend that one area"
There's a real oomph when units engage, with walls of shields colliding.
The new graphics engine can show some impressive fidelity for a game of this scale. We can clearly see that Cathage's walls have graffiti.
Buildings crumble in the background as Carthage deploys its war elephants and the demo ends.
The unit camera has been designed so the game feels like it's "almost Saving Private Ryan at the beaches".
Each unit has its own facial ations, and leaders bark out a stream of orders throughout. each confrontation.
Units react to things, such as their colleagues being slaughtered - the idea is that these aren't idenikit clone armies anymore.


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