《全面戰爭 幕府將軍2》試玩報告

原帖:點擊進入

Well today I went to the community event at Sega America in San Francisco. We were greeted by Kieran Bridgen from CA and Julian Mehlfeld from Sega. They ran us through 2 of the 7 tutorials, namely the basic land battle and the naval battle tutorials. I wish we would have had more time to look at the siege tutorial but alas no. I hope some of the other TWCers who attended had a chance to look at it. These were basic tutorials and their scope wasn』t large enough to highlight any clear AI attributes since there were only 2-3 enemy units at a time. That said I had a blast and this made my desire to pre-order the game even greater after seeing some of the things they are implementing. If they spent as much time on the AI as everything else this should be the best TW game yet. I hope I didn』t miss anything of what I saw so here it goes…

今天我參觀了位於舊金山的世嘉(美國)公司總部。CA的Kieran Bridgen和世嘉的Julian Mehlfeld接待了我們。官方演示了兩段(共七段)教學關——陸戰和海戰。我希望會看到攻城戰,但很可惜沒有。只能希望別的玩家能看到了。這只是基本的教學關,每次也就2-3個敵方單位,所以很難突出AI的特點。當看到他們演示的內容後,我產生了更強烈的沖動預購這款遊戲。如果他們再花點時間在AI設計上,這可能就是全戰系列中最好的一作。我希望沒有遺漏我所見到的,那麼就讓我們開始吧…

Basic Land Battle Tutorial
基本陸戰指南

You start off with a single spear ashigaru unit. The advisor runs you through the usual point and click commands and then has you form a spear square to defend against a cavalry attack. The spears have two special abilities, square and shield wall. Forming the square allows you to handily beat the enemy cavalry unit and they route off the board. From there you gain command of a bow ashigaru unit and must beat back a single attacking samurai block. The bowmen have two special abilities as well, flaming arrows (deals more damage) and whistle arrows (big moral hit) which are on cool down timers. You have to get use to using them at the right moment for greatest effect. As the samurai unit rushes forward they are greeted with some flaming arrow love and eventually are so demoralized that the spear unit breaks them almost instantly. From there you gain command of a cavalry unit and are faced with two attacking bow ashigaru enemies. Send in the cavalry and you can easily break them. The cavalry do have special formation but I didn』t bother using one.

開始你將會控制一隊長槍足輕。顧問將指導你一步步進行操作,點擊指令組成方陣抵禦一隊騎兵的突擊。長槍足輕有兩個特殊技能——槍陣和盾牆。槍陣模式有助於巧妙抵消敵方騎兵突擊,勝利之後結束控制。接下來,你將指揮一隊弓箭手用來擊退一隊武士的封鎖。弓箭手也有兩個特殊技能,火箭(附加傷害)和 鳴鏑(士氣打擊),每次使用後要過段時間才能再次使用。你必須選擇最佳時機使其發揮最大威力。敵方武士在火箭猛烈的攻擊下很快崩潰,餘下的讓長槍足輕迅速消滅。接着你會獲得一隊騎兵並對付2隊弓箭手,派遣騎兵沖鋒就能輕鬆解決他們了。騎兵有一種特殊陣型,但我用不着了。

Overall my impression is that the commands have remained relatively unchanged, besides the addition of a simpler shift click waypoint command that should help to manage units planning to take advantage of a flanking attack. The layout of the UI and the commands will be very familiar to TW veterans. While we were playing at 70% graphic quality I can safely say that the battlefields and unit details were simply awesome, even at that level, and should be breathtaking on ultra settings. The individual soldier graphics looked spot on.

You can see the full bow animation as the bow ashigaru unleashed volleys of death as well as seeing individual soldiers go through elaborate death animations. Also they have found a way to get the physics engine to incorporate persistent arrows. After a few volleys there are arrows sticking out of everything!

總體來說,操作上給我的印像是沒有太大的變化,但是加入一個按shift鍵設定行軍路線的指令(simpler shift click waypoint),可以預先設定行軍計劃來完成側翼攻擊。用戶界面和指令操作對於全戰老玩家來說非常熟悉。當我們打開70%的物理特效時,畫面令人驚嘆,開到最大效果則更加出色。每個士兵的特效都很完美!

你可以看到從弓箭上弦到發射直到殺死對方這一系列完整的動作。他們利用物理引擎讓中箭者身上的殘留箭矢顯得更加真實。在幾輪弓箭過後,所有的一切都插滿了箭!

Naval Battle Tutorial
海戰指南

The tutorial starts with a single boat that you must navigate with the usual point and click commands. We are given the task to navigate around a burning enemy ship that has run afoul of some floating explosive mines…that』s right I said mines! From what Kieran said we will be able to use these mines in our battle to defend against enemy ships. That means you』ll have to pay attention to where your ships are at all times. Your next task is to navigate to a friendly ship that has been disabled out at sea. Land plays a big part in sea battles and you』ll have to navigate around these islands or run the risk of running aground. I imagine these variables will demand a bit more strategic thinking then was involved in Empire sea battles. Once arriving at your sister ship you are given command of it and must initiate repairs. This as I imagine was the case with Nap will mean that the boat will be dead in the water till repairs are completed. At this point you are given command of a 3rd larger ship and are attacked by an enemy fleet. Send in the big guy to board one of their ships and you can use the other two to pickoff his smaller vessels with volleys of bow fire. I did notice that the boarding animation seemed a bit odd but Kieran explained the difficulties with getting it to work correctly (work in progress). There is the option of using fire arrows to set the enemy ships alight but I only noticed it on the smaller craft we were given. Overall I was impressed to see that the naval combat will play out a bit differently and I feel boardings and chock points will play a larger part in our
strategies.

教程一開始的時候會給你一條小船來完成接下來的操作。我們首先被要求航行到一條碰上水雷的燃燒敵船附近…是真的我說的就是是水雷!Kieran 說我們可以用水雷來封鎖敵船。這就意味着你必須時刻注意你的船。接下來要行駛到一條在海上拋錨的友方船附近。陸地在海戰中占了很大比例,你必須繞着那些島跑而且會有擱淺的風險。我想這些變化的影響更多的會體現在帝國海戰上。當到達姊妹船旁是接到下一步指示:修復並指揮這條船。我原想這不是個什麼大問題,但這條船在我修好它之前完全不能移動。然後你會得到第三條更大的船,這是一條被敵艦圍困的大船。把這個大傢伙搭上敵方一條船進行接舷戰,用另外兩艘船發射火箭以牽制敵方其他小船。我注意到接舷戰的動畫有些古怪,Kieran解釋說,修復這個問題比較困難(已經在進行中了)。有一個選項可發射火箭使敵船起火,但只有我們的小船有這個功能。總體來說海戰向我們展示了令人印象深刻的新要素,我想接舷戰和撞擊將在海戰中扮演更重要的角色。

Multiplayer
聯機模式

When you sign in you are given a screen with all your avatar/army options. From here you can choose a name and change the icon and colors of your uniform. These will carryover to
the appearance of your army in battle. There are 3 layers of color to choose and each uses the usual multispectral color wheel used in many other games. (ie. Similar to Dawn of War army creation) You can also equip your general with special armor if you have any and it looked like you could mix and match various armor pieces such as helmet, greaves, breastplate etc. Once these selections are sorted you can choose retainers for your general. These give bonuses such as +2 to bow accuracy, +1 to melee defense for spearmen as a few examples. There looked to be a good sized list of retainers but you can only have a max of 5, with no repeats, once you have level up some. Next is the option to customize your forces. We only had the basic units to choose from but as you progress you will unlock other unit types, once you capture their corresponding region on the multiplayer map. Six of us played in a 3×3 match. Our armies were arrayed side by side in a line with the enemy arranged equally on the otherside of the map. Staggered along the middle line were small buildings or shrines that were capture points. Gaining them gives your army some bonuses such as additions to melee or shooting abilities etc. I believe there were 5 in total that you could capture and they were fairly distributed so everyone got a chance to cap a few.
The first battle played out well for my side with the loss of only two units in my army. I sent in two units of light cavalry against a single swordman block and they were ground into the dirt with my horses flying from the field. I did get the feeling that the basic units were very rock, paper, scissors since in that same battle my remaining one unit of light cavalry ran down 4-5 units of bowmen rather handily. It seems everything has its counter and the more elite units are there to add some spice to your plans. After the battle one of my spear ashiogaru were promoted to veteran status. Kieran stated that as you level up you are allowed more veteran unit slots to use. As these units get depleted or
routed they will be unavailable until you play some battles without them so they will have time to 「heal」. This opens up a clear route for advancement without creating unstoppable armies of veterans. The second game didn」t go my way so I』ll forgo the telling of it, but overall it was great fun and I wish I had more time to play.

登陸後會進入頭像/部隊選擇界面。你可以設置名字、選擇你的家徽和制服顏色。這些將戰鬥中從你的部隊身上體現出來。每一種顏色有三個層次可以選擇,而且每一種都有多光譜的色輪,這些已在其他遊戲上出現過(有點像「戰鎚」系列的軍隊創建系統)。你也可以給你的將領裝飾上你有的特殊護甲,也就是說你可以將護甲的不同部位,諸如:頭盔、護脛、胸甲等組合搭配。選擇完畢後,你就可以給你的將領選擇侍從了。獎勵包括+2弓箭命中率、矛兵+1近戰防禦加成等。有很多的侍從供你選擇,不過最多隻能選擇五個,並且不能重復。接下來就是選擇部隊。開始時你只能選最基本的幾種,隨着你在聯機地圖中占領某地區後,對應的部隊將解鎖為可用。我們六個人玩了一個3v3地圖。我們的隊型將與對手面對面的在戰場上展開。中線上的小建築或者神社是可奪取的關鍵點,占領它們會給予近戰或遠程獎勵。最多有5個這樣的爭奪點,並均勻的分配在地圖上,我想每個人都有機會奪取幾個。

第一場戰鬥我們這邊只損失了兩支部隊就贏了。我派兩隊輕騎兵對付一隊單手劍武士,我的騎兵在戰場上飛馳而過,敵人隨即倒在泥濘當中(被消滅)。我發現這些單位都是遵循「石頭、剪刀、布」的相生相剋原理,在同一場戰鬥中一隊輕騎兵可以輕易碾碎4-5隊弓箭兵。也就是說每種單位都有自己的優勢,而高級兵種會對你的作戰計畫會帶來更多樂趣。一場戰鬥結束後,我的一隊長槍足輕晉升老兵級別。Kieran解釋說就像人物的升級一樣,你也可以升級更多的單位。這些單位也會減員或者潰敗,你需要花幾場對戰的時間來讓他們休整到滿編。這樣的升級方式毫無疑問的限制了高經驗單位連續升級的可能。第二場我沒有玩,就不介紹了,但總體來說很有趣,我希望能再玩一會兒。

Tidbits
一些有趣的細節

-Honor will be used to influence AI reactions to you. When you are attacked by an enemy army and you run down all the attackers you will get a boost in honor or if you lead from the front and lead a victorious charge you will gain honor. I』m very excited by this since all your actions in battle will directly effect the AIs reactions toward you for good or ill. Conversely sometimes mercy will be rewarded, when attacking now we can forgo the tedious battlefield cleanup from previous titles since there will be tangible incentives not too.

聲望系統將被應用於AI與你的對抗上。當你被敵軍攻擊時,消滅你的對手,你的聲望將增加。而如果你身先士卒並取得勝利後將贏得巨大的聲望。這使我很興奮,你所有的行動將直接影響AI對你的態度。而有時候原諒對手則能得到獎勵,我們不必再像以前那樣無聊地打掃戰場了,那樣反而不會得到更多的好處。

-Diplomacy will be much more dynamic and I am very excited by that prospect. With things like diplomatic hostages and such it should open up some difficult choices and some neat strategies.

外交會更加精彩,這非常值得期待。比如外交人質或者諸如此類的東西會增加外交層面選擇的難度,並會產生一些絕妙的策略。

-Sea battles will lead directly into land battles when invading. When you attack by sea you will have to fight your way through the enemy fleet and destroy them, at which point you will be able to land on the beaches and take direct command of your land forces to continue the fight. I think it is a good compromise to full out sea and land battles happening al at once.

海戰與陸戰將同時進行。當你從海上進攻時,你必須要打敗敵人的艦隊,並讓陸軍在海岸登陸,然後繼續戰鬥。我認為同時對AI進行海戰和陸戰是個很好的創意。

-Campaign map elements will be directly represented on battle map

戰略地圖上的要素將直接反映在戰鬥中。

-Confirmed that SG2TW will be fully optimized for multi-core systems such as the i5 and i7 series.

幕府2確定將對i5和i7等多核系統進行優化。

-All four seasons will be fully represented on campagin and battle map

四季的變化將完整的展現在戰略和戰鬥地圖中。

-No direct Mod tools for the campaign (due to opening up proprietary files) will be released, although Kieran did say that a unit editor will be out soon for Napoleon so I can see that as possibly being implemented for Shogun in the future.

沒有針對戰役的Mod工具(因為破解問題)發佈,不過Kieran說未來將發佈一個針對拿破侖的單位編輯器,我猜這也許對幕府也適用。

-In regards to expansions, we know the geopolitical situation isn』t necessarily favorable at the moment so I imagine Korea and China will be hard to implement if at all.

根據經驗,我們知道由於政治因素,把韓國和中國加入進來將會很困難。

-The horo (ballonthingy on the back of cav) will only be on the general unit

英雄(除了騎兵之外)僅作為一個將軍單位出現。

來源:遊民星空