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[资讯] 英雄无敌最新资料,全部翻译完毕。

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发表于 2011-3-31 12:07 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 wokunnima 于 2011-3-31 14:57 编辑

2楼是翻译,感谢红润的正义友情翻译,如果你来3DM看见了,我请你喝茶



Hooked Gamers: Hi, thanks for participating in our interview. Can you introduce yourself to our readers and tell us what your job is on the team?

Julien and Max on Might Magic: Heroes VI
Julien: Hi, my name is Julien Pirou, I’m the Lead Level Designer of the game here at Ubisoft.

Max: Hi, I’m Max von Knorring, the Associate Producer on the game working at Ubisoft.

Hooked Gamers: The Heroes of Might Magic series has an incredibly rich history and is one of the most beloved Turn-Based Strategy titles of all time. What is it like to work on such a game?

Julien: For me it is really exhilarating to be working on this game because I’ve been a huge fan of the Might Magic series – not only Heroes, but the original RPGs as well - for years. I’m the “promoted fanboy” of the team I’ve been doing fan maps for years now – starting with Heroes II – so it does feel a bit weird to be drafting maps for the “real thing”.

Julien and Max on Might Magic: Heroes VI
Max: I have to say it’s a mix of pure pressure and excitement! Both come from the Might Magic legacy and the love and respect I have for all the previous games. The main objective for us is to deliver an experience that will avoid altering the essence of the game system while bringing it one step forward in terms of immersion and fun.

Hooked Gamers: What sort of challenges did you face being the 3rd studio to work on the series? Do you feel you’re missing input from its original creators or does it just free you from restraints the original studio would have?

Max: Ubisoft has been working on Might Magic titles since 2004, so I think we’re starting to have some experience with the brand now We have our own long term goals for Might & Magic but we don’t intend to betray the foundations established by New World Computing.

Julien: Also a lot of members of the dev team (Black Hole) are big fans of the series so it was easy to find a common vision with them. We think they were really the perfect guys for the job.

Hooked Gamers: The storyline sees the Necromancer and Haven factions working together with Orcs against an Inferno invasion. With little love lost between any of those, the alliance must be very fragile. How is this depicted in the game?

Julien: Well for starters our storyline is a little bit subtler than that ;) This time around Inferno is not at the center of the intrigue. Yes, there’s a Demon invasion, and yes, that’s quite a threat to all the peoples of Ashan, but there are a lot of things going on behind the scene.
So yes, there will be alliances between some of the factions, but as you guessed, it won’t be without downsides and sacrifices as well.

Max: One important thing to take into account is that there are different “political groups” inside each faction. Not all Necromancers think the same way, some Orcs are friendlier than others, and in Haven there are both chivalrous heroes and fanatical Inquisitors. So there’s a lot of inner politics and conflicts this time around. It allows us to flesh out the nations of Ashan much more than in Heroes V where they were pretty monolithic.

Hooked Gamers: In Might Magic Heroes VI, there will be a heavier focus on developing your character and players will be able to (quote) “create the hero you want to embody”. It certainly sounds exciting, but what does it all mean? And how does the Reputation system fit into all of that? What does it do?

Max: In previous Heroes the random factor was quite high – when your Hero was leveling up, you had a choice between several skills but they were picked randomly. So at times it could be frustrating because you could never build the Hero you wanted.

Julien: In Heroes VI we wanted to propose something a bit different, where you can always see all the paths you can take to build your Hero, so the choice is really up to you. And of course we’ve brought back the Might and Magic classes for each faction.
The reputation is another way to emphasize the fact you can now build your Hero to reflect your favored playstyle. A Blood Hero will be more an aggressive, damage-dealer kind of Hero, while a Tears Hero is more about support and economy.

Hooked Gamers: Acquiring land - and resources - is done in a similar fashion to what we see in the Disciples series, using control nodes to claim a certain area. We know that converting claimed cities to your faction changes their appearance. Will claiming control nodes have similar visual effects as well?

Julien: You can convert the Forts (what you call control nodes) and the Dwellings you find on the adventure map. However you cannot change the terrain itself. So no “terraforming” in Heroes VI.

Hooked Gamers: A HotSeat mode has already been confirmed but fans are of course eager to hear about multiplayer modes that don’t require sharing their PC with a friend. Are you allowed to share information on the availability of other multiplayer modes yet?

Max: Not yet, unfortunately

Hooked Gamers: Over half of the creatures/units in the game will be new to the series. What are your two favorite new additions, and why?

Julien: For me it would be the Kirin of the Sanctuary and the Breeder of the Inferno (I can’t resist a good old Lovecraftian monstrosity ). And of course some of the Bosses are really cool, but I can’t say more about that ;)
I’m also quite fond of some of the new takes on classic creatures, like the Kensei Naga or the boomerang-wielding Goblin (this little guy has hilarious animations).

Max: We’ve worked with passion on all of them so it’s difficult to pick just a few .
In terms of design I really like the Stronghold creatures, we had this idea of Orcs using Aztec/Maya decoration, it was risky as we could have ended-up with weird looking creatures full of feathers… I’m really happy about the result and think that they are quite unique and brutal! In terms of gameplay, the Panther Warrior is a one-man army!

Hooked Gamers: What would you say is the biggest, unique change made in Heroes VI and how does it affect the game?

Julien: I’d say the Area of Control system because it changes the way you have to think your Level Design – the way you’ll place resources, dwellings… It also changes a bit the rhythm of the game since your objectives when playing are not the same ones as before.
But in the end, it still feels and plays like Heroes. It is an evolution, trying new ideas and angles, but we didn’t want to get rid of the DNA of Heroes.

Max: The whole reputation system added to the redesigned ability system is quite a change. The player will have more control and visibility on his hero evolution as well as a greater feeling of persistency and immersion. Having meaningful choices to make in the scenario in addition to the access to advanced classes will bring a fresh experience in the game campaign and in Multiplayer.

Hooked Gamers: We’re sorry, but we have to ask. What’s with the name change? The new name is confusing and sounds a bit... silly.

Max: That’s a marketing decision in order to unify the names of games that are part of the Might & Magic brand. Adding “…of Might & Magic” after every game title was getting tedious. If you take a game like Clash of Heroes, could you imagine it being titled “Clash of Heroes of Might & Magic”? So they decided to make one common rule, which is to have “Might & Magic” as the “umbrella” brand, followed by the name of the spin-off series. So Might & Magic: Heroes, Might & Magic: Dark Messiah, etc.

Julien: It will take time getting used to, obviously, but I think most people were just calling the games “Heroes” anyway (I know I do )
Plus I think it’s a good thing to remind that “Might & Magic” is the brand’s name. You’d be amazed by the number of fans and players that believe Heroes of Might & Magic is the original game and do not know there was a game called simply Might & Magic that started it all.

Hooked Gamers: It is our tradition to give developers a chance to say something about the game that they are desperate to get out. Is there anything burning on your lips?

Julien: One of my contributions on the project was to try to put back some of the classic “Might & Magic flavor” to the world of Ashan. Longtime fans of the franchise will recognize many nods and winks to the original M&M universe, and other surprises. I like to think of Ashan as a “re-imagining” of Might & Magic, similar to the way the recent Battlestar Galactica series was a “re-imagining” of the original TV series. There are common themes, common creatures, and characters that are similar without being exactly the same.
It all ties to the 25th anniversary of Might & Magic as well. I think Heroes VI is like a celebration of all the things that made Might & Magic so enduring and so dear to the hearts of fans like me.

Max: I love working with this guy
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